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General Conquest
- Version 1.0 BETA 2
- Version 1.0 BETA 1
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General Conquest
Page Last Updated: February 23rd, 2008
I've had the idea for this game rummaging around in my head for well over a decade. It started way back when I got the game Destiny of
an Emperor for Nintendo. I thought that it would be neat if a game kept the same structure yet allowed human players to control the
different provinces and use the generals to battle other provinces and level up and conquer China. Gates and castles and towns and all of
that good stuff would still be used along with the same battle system. A few years ago (I don't remember when and I failed to
record an actual date when I made it) I created a Q-Basic game called Destiny of Miyana. It was an RPG set in a fictional world using
Q-Basic's crude line and circle graphics to create a world in peril in which you were recruited by a king to battle enemies who threatened
the land. It was kind of a predecessor to General Conquest in that it used many of the style of play that I originally dreamed up so many
years ago. However, Destiny of Miyana was an RPG. General Conquest is a turn based strategy game.
Version 1.0 BETA2: Download
Version 1.0 BETA2 by Steven C. Brown. Compiled on January 19th, 2007.
It wasn't until 2005 when I finally decided to give it a go and try to bring my idea to life. To fill a few gaps in my game design
I added a few elements from the Romance of the Three Kingdom series into the mix for non-military matters. As for the graphics,
I created all of it except the avatars used for the generals. As anyone who played Destiny of an Emperor could tell,
there is a striking similarity between their General graphics and mine. I basically just took the generals right from the game,
tweaked them somewhat, then tossed them into General Conquest.
After a lot of work (and a lot more is still needed, especially for the AI) I managed to fix and improve a TON of problems that plagued
this game. I believe it might actually be fully playable now between human players. The AI still would not be able to put up
much of a contest. In addition to bugs I also made a ton of improvements such as a larger viewing area and other interface improvements.
I once again lost interest in fixing bugs (making a functioning and challenging AI in a strategy game is very
hard) but I'm sure one day I'll get around to it.
Like most of my programs, this requires
Microsoft's .NET Framework 1.1 (or higher I suppose) in order to run.
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Game Overview:
General Conquest is a turn based Strategy game that supports up to five players (human or computer). Players try to take over a
randomly generated map by building castles and recruiting and leveling their generals. Keep your country growing while you
recruit generals, build armies, and war with your neighbors.
Features:
- Supports two to five players (Human and/or AI controlled)
- Creates a randomly generated map with each new game.
- A random name generator creates unique names for the computer players as well as the free generals for you to find.
- A simplistic battle system.
- A list of tactics your generals can use during combat.
Known Bugs: (Tell me if you find more and provide details about when/why the error occured!)
- [Update: Improved] First off, the AI I created to play for the computer barely works at all. I would not even consider having a computer player in
any of your games. After awhile the AI usually runs out of food which starves their armies which makes them very easy to beat. The AI
also has a very hard time finding opponents to fight with and their armies can on occasion move off of the map and crash the entire
game.
- [Update: Fixed] Canceling the Save or Open dialog boxes will probably crash the game.
- [Update: Fixed] Selecting a square that is off of the map will probably crash the game.
- [Update: Fixed and Improved] I don't think it's mentioned but if you choose to (for example) hire soldiers and decide you really don't want to, input the number
0 to "cancel".
- [Update: Improved] When one army enters a battle with more than five generals a screen pops up asking the user which generals they'd like to use in the
battle (since you can only use a maximum of five for a battle). This is bugged however and can give you a wide range of results from
working properly to not letting you use all five selected generals to maybe crashing the game. Try to keep only five generals on any
given square to avoid this problem.
- [Update: Fixed] There is no winning condition coded. By this I mean if you destroy all of your opponents the game will still continue. It won't say
you've won.
- [Update: Fixed] If you manage to kill an opponent's ruler that player is supposed to have a new ruler appointed to them (from their list of
remaining generals). However sometimes this doesn't happen and a clone of the original ruler is made. And if the player has no
generals left at all (meaning they've lost), they will still be in the game with their clone (unkillable) ruler.
- [Update: Improved] On rare occasion you could begin the game completely surrounded by mountains and water (meaning you can't move or do anything).
- [Update: Improved] There are few limits on construction. This means a player could build a castle in an impossible to reach location and thus
never lose.
- [Update: Improved] There are countless other minor bugs that plague the game as well. Feel free to tell me if you find some!
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Older Versions:
Download BETA 1 [April 17th, 2005]
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