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* player accounts now gain experience through building, upgrades & researches * player accounts now level up - this affects league ranking * player accounts are now divided into leagues to measure their power * Added player status and league pages * Total Army stats now shown during army setup * Added optional Fuel resource cost to army movement * Added randomized terrain tiles to the city view * Marching units now shown in the Warfare type building as well * Players can send one army marching per Warfare building they have, multiple only possible with multiple warfare buildings * Shield system and Newbie Protection system implemented (inclusive configuration options for various shield types) * Refactored all build queues into own class * Restyled the representation of queues utilizing a overlay panel * All active tasks (craft/train/research/armies) an now be cancelled, either from the queue overview in the town view or directly from the building itself. buildings and building upgrades can also be cancelled - but only from the main town view. * Some resources are now automagically produced if the admin wants to. * Indirect/Multi upgrades now possible (each technology can now affect an upgrade, that upgrade can affect either one or more units or one or more buildings) * Lots of Bugfixes * Optimized/Optional templates caching * Added caching of template files |
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V013 * Basic Combat System implemented, this covers: * Different types of attacking an enemy: - Basic Attack (Ressource Raiding) - Raze (Destroy other Town) - Conquer (Take over other Town) * Gain/Lose Trophies when attacking/defending / Gain Experience via Attacks * Resource Raiding: Gain/Lose Ressources when attacking/defending * Conquer (capture) enemy towns implemented * Raze (destroy) enemy towns implemented * Leader (hero) units implemented * Leader required for certain attack types implemented * Limited units implemented * Critical Damage implemented * Situational combat modifiers implemented (units can now acquire special bonus when attacking/defending) (some units can grant a special bonus to the whole army) * Flexible attack types implemented (the admin can define new and unique attack types, the basic game comes with several different attack types). * Units feature a movement type (ex: ground, sea, air) and combat types can be limited to certain movement types as well. * Players can now optionally gain experience by crafting components or training units. * Optional (Fuel) resource cost for armies can now also be a component (that must be crafted first). |
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V014 * Added extended tooltip system * Tweaked a few CSS styles * Fixed a few minor bugs * Minor GUI adjustments * Minor Performance issue * Messages now filterable in groups * Sliders now disabled if you cannot craft/train anymore * Double-click Slider to set it to the maximum amount * Researches are removed from the build list if you have researched max level. * Modules are removed from the build list if you have built max instances. * Lots of combat system bug fixes * Preperations for next update * Preperations for refactoring |
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V015 * Added CKEditor for messages * Added pagination to league ranking list * Frontend Checking of Army Integrity finished * Fixed a bug that allowed to build more buildings than possible * Fixed a few alliance bugs * Technologies costs and requirements can now scale according to upgrades * Fixed calculation of attribute upgrades * Users can now select an avatar according to their level * Refactored all remaining procedural pages into their own classes * Added Technology class * Added Component class * Moved top-navbar to bottom - layout is now "full window" |
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