Love the game so far, figured I would mention some things i've noticed (0.5.0):
After demolishing a stone quary you cannot rebuild another on any of the tiles from the previous stone quary. Also stone quarry workers seem to often get stuck on the town hall entrance.
Popularity works strangely currently. Instead of the sum of positive and negative effects being added to the current popularity every x ticks, it seems that the popularity is simply set to 50 + the sum of positive and negative effects, making it impossible to reach 100 popularity (perhaps this is the intention and a departure from how the original system works?).
I don't know if this is intentional but trees stop swaying once you zoom out far enough which might be a bit jarring on larger screens. Personally I would like to be able to zoom out fully and still feel like the world I'm looking at is alive and not frozen.
I've been watching some videos on world generation in games like minecraft using perlin noise, I wonder if perlin noise could also be used to set the initial frame of the tree swaying animation, which could give a more realistic immitation of wind moving through forests.
It is impossible to reach 100 popularity right now, you're right. It's intentional but it will become more apparent once we add all the buildings and systems that influence happiness.
The trees swaying is intentional to preserve performance. We will look into an option to keep it on (modern GPU's should handle it).
The perlin noise idea is a great one! We will try it out!
Really nice so far but some glaring bugs after you play for a little, I suspect they'll soon be fixed though but I'll mention them here just in case:
Sometimes people get stuck at the edges of buildings when they are close to the "entry" point e.g. the granary and the armoury in my case. Rebuilding fixed the problem as long as the worker was then reassigned to something else.
The weapons buildings... I twice had this happen with each of the fletcher, the polearm maker and the armourer; the worker, I discovered after I demolished the building, was stuck in the building itself, possibly trying to reach the centre but not quite getting there? They succeeded without issue unless a building was placed below and to the right of theirs, this time with one space between buildings... buildings newly placed in a bad position would work the first time but then the worker would get stuck after delivering the first item and going back to make the second.
I don't know if it happens with building spaced further apart but if I want to fit all my important, expensive weaponsmiths in my castle space is not going to happen and there should be more warning of this issue at least... personally I don't think it should be an issue at all but I'm guessing it is something to do with geometry? I also discovered that bakeries and windmill can't have their front-left side blocked by another building or else they don't work as workers enter (and queue in the case of the windmill) on that side...
Most importantly is that it can be kept up to date and therefore still be run on current and future PCs and OSes as well as have mods and other things added to it as the community decides, not someone in their high castle trying to make more money than trying to provide the best gaming experience...
We're first trying to get all the functionality of Stronghold before we expand on it's mechanics, and while you can see subtle differences (wheat farm uses a different layout, the windmill has sound effects), the biggest one is the map size. The default map is currently 512x512 which is bigger than the biggest of stronghold (400x400), but we support up to 2048x2048
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Error: objects/Units/Unit.lua:212: attempt to index local 'quad' (a nil value)
stack traceback:
[love "boot.lua"]:352: in function '__index'
objects/Units/Unit.lua:212: in function 'animate'
objects/Units/Chicken.lua:216: in function 'animate'
objects/objects.lua:665: in function 'update'
states/game.lua:124: in function 'update'
main.lua:109: in function <main.lua:51>
[C]: in function 'xpcall'
[love "boot.lua"]:368: in function <[love "boot.lua"]:355>
[C]: in function 'xpcall'
Thank you, we will fix it.
I am from the BFME2.22 Mod Team and we have an own BFMELauncherSetup.exe really handy.
I would also really appreciate a kind of a small gamelauncher or an auto updater within a game launcher to always be on the latest version.
( for beeing up to date & for the possibility to instant report errors & crashes to you )
Like this blue screen crash when saving the game:
Error
objects/Units/OrchardFarmer.lua:83: attempt to index field 'animation' (a nil value)
Traceback
[love "callbacks.lua"]:228: in function 'handler'
objects/Units/OrchardFarmer.lua:83: in function 'serialize'
objects/State.lua:167: in function 'serializeObject'
objects/Structures/Orchard.lua:282: in function 'serialize'
objects/State.lua:167: in function 'serializeObject'
objects/Controllers/JobController.lua:92: in function 'serialize'
objects/State.lua:372: in function 'save'
objects/Controllers/SaveManager.lua:69: in function 'save'
states/ui/pause/menu.lua:91: in function 'onclick'
libraries/loveframes/objects/image.lua:134: in function 'mousereleased'
libraries/loveframes/objects/base.lua:148: in function 'mousereleased'
libraries/loveframes/init.lua:320: in function 'mousereleased'
states/game.lua:348: in function <states/game.lua:346>
main.lua:77: in function <main.lua:51>
[C]: in function 'xpcall'
[C]: in function 'xpcall'
Have a beautiful day!
Replied in the changelog.
Is there a 32 bit version for Windows or Linux of this game?
No, the RAM will barely be enough.
I could install more RAM.
On 32bit the RAM is limited to 4GB per app no matter what.
Does the game require more than 4 GB RAM?
Yes.
just leaving it here (PS.: i am loving the game!)
Error
objects/State.lua:202: Did you miss to add the Alias in the Object class exclusion list?
Couldn't dereference object:nil with ref obj:{
additionalOffsetY = 0,
baseOffsetY = 98,
offsetX = 0,
offsetY = -98,
parent = {
_ref = 49109,
info = "instance of class Inn"
},
tileKey = 4
}
Traceback
[love "callbacks.lua"]:228: in function 'handler'
[C]: in function 'error'
objects/State.lua:202: in function 'dereferenceObject'
objects/State.lua:284: in function 'deserializeObjects'
objects/State.lua:466: in function 'load'
objects/Controllers/SaveManager.lua:92: in function 'load'
states/game.lua:62: in function 'delayedInit'
states/game.lua:109: in function 'update'
main.lua:109: in function <main.lua:51>
[C]: in function 'xpcall'
[C]: in function 'xpcall'
Thank you, this is fixed in the next update!
Is there a Patreon or something similar to support you voluntarily?
Great work.
As long as there are no competitors it's ok, but I think the raw materials you get aren't enough. For example, from the lumberjacks,
Hi, you can find the patreon of the core maintainer here:
https://www.patreon.com/stonekingdoms/about
As for the materials, they are not balanced yet, so that's expected. Once we have our first AI to play against, we will look into balancing.
Love the game so far, figured I would mention some things i've noticed (0.5.0):
After demolishing a stone quary you cannot rebuild another on any of the tiles from the previous stone quary. Also stone quarry workers seem to often get stuck on the town hall entrance.
Popularity works strangely currently. Instead of the sum of positive and negative effects being added to the current popularity every x ticks, it seems that the popularity is simply set to 50 + the sum of positive and negative effects, making it impossible to reach 100 popularity (perhaps this is the intention and a departure from how the original system works?).
I don't know if this is intentional but trees stop swaying once you zoom out far enough which might be a bit jarring on larger screens. Personally I would like to be able to zoom out fully and still feel like the world I'm looking at is alive and not frozen.
I've been watching some videos on world generation in games like minecraft using perlin noise, I wonder if perlin noise could also be used to set the initial frame of the tree swaying animation, which could give a more realistic immitation of wind moving through forests.
Looking forward to the next release!
Thank you for the feedback!
It is impossible to reach 100 popularity right now, you're right. It's intentional but it will become more apparent once we add all the buildings and systems that influence happiness.
The trees swaying is intentional to preserve performance. We will look into an option to keep it on (modern GPU's should handle it).
The perlin noise idea is a great one! We will try it out!
Really nice so far but some glaring bugs after you play for a little, I suspect they'll soon be fixed though but I'll mention them here just in case:
Sometimes people get stuck at the edges of buildings when they are close to the "entry" point e.g. the granary and the armoury in my case. Rebuilding fixed the problem as long as the worker was then reassigned to something else.
The weapons buildings... I twice had this happen with each of the fletcher, the polearm maker and the armourer; the worker, I discovered after I demolished the building, was stuck in the building itself, possibly trying to reach the centre but not quite getting there? They succeeded without issue unless a building was placed below and to the right of theirs, this time with one space between buildings... buildings newly placed in a bad position would work the first time but then the worker would get stuck after delivering the first item and going back to make the second.
I don't know if it happens with building spaced further apart but if I want to fit all my important, expensive weaponsmiths in my castle space is not going to happen and there should be more warning of this issue at least... personally I don't think it should be an issue at all but I'm guessing it is something to do with geometry? I also discovered that bakeries and windmill can't have their front-left side blocked by another building or else they don't work as workers enter (and queue in the case of the windmill) on that side...
Just my tu'penny worth :)
Keep up the good work :D
Thanks for the feedback and bug reports! We will loook into those!
This just looks like the same old stronghold game. What makes this different?
It’s open source and built from the ground up, so it isn’t encumbered.
Can you explain in simple terms?
It looks like Stronghold because it is built to be Stronghold, but is as the intro paragraphs says ‘an open source fan remake’ with an Apache License.
That means it is made publicly, anyone can see the code and no-one can hide it. Also, no one can make money off it.
Most importantly is that it can be kept up to date and therefore still be run on current and future PCs and OSes as well as have mods and other things added to it as the community decides, not someone in their high castle trying to make more money than trying to provide the best gaming experience...
can't wait for this game to get even more developed, it already has quite a bit of content and the animations are amazing. amazing yob.
Woah, this is super dope, loved crusader so much growing up
I really like the 0.5, but sadly it crashes very often and the savegame is broken after the crash.
Error
objects/Units/OrchardFarmer.lua:83: attempt to index field 'animation' (a nil value)
Traceback
[love "callbacks.lua"]:228: in function 'handler'
objects/Units/OrchardFarmer.lua:83: in function 'serialize'
objects/State.lua:167: in function 'serializeObject'
objects/Structures/Orchard.lua:282: in function 'serialize'
objects/State.lua:167: in function 'serializeObject'
objects/Controllers/JobController.lua:92: in function 'serialize'
objects/State.lua:372: in function 'save'
objects/Controllers/SaveManager.lua:69: in function 'save'
states/ui/pause/menu.lua:91: in function 'onclick'
libraries/loveframes/objects/image.lua:134: in function 'mousereleased'
libraries/loveframes/objects/base.lua:148: in function 'mousereleased'
libraries/loveframes/init.lua:320: in function 'mousereleased'
states/game.lua:348: in function <states/game.lua:346>
main.lua:77: in function <main.lua:51>
[C]: in function 'xpcall'
[C]: in function 'xpcall'
I've logged this issue. When you say often crashes, is that the blue screen crash like the orchard or just silent crash ?
Blue Sceen Crash
Yeah, we can fix those given we have the stacktrace (like you posted)
Sometimes you cant build and it just crashes. I hope it will be better in the future cause i really like it.
Good Job.
Well, we've just released a new version, hopefully this one crashes less!
Since there only seems to be a single game mode for now, which I guess is the campaign, how's it different from Stronghold HD?
We're first trying to get all the functionality of Stronghold before we expand on it's mechanics, and while you can see subtle differences (wheat farm uses a different layout, the windmill has sound effects), the biggest one is the map size. The default map is currently 512x512 which is bigger than the biggest of stronghold (400x400), but we support up to 2048x2048
This is what i've always dreamed of!
Awesome project. Keep it up!
Very cool project, please, keep it up!
Looks very interesting, maybe all I ever dreamed of.
Finally I can place wooden walkways for palisades without level editor hacks ^^
Interesting project. Keep it up!
First of all, congratulations on the development! I'm a huge fan of the original game! I bought it. :D
But I would be very happy if there was a free version of it!
Especially if it will later include the possibility of local network play!
I'm waiting for the next version!
I hope you meant you bought the original game, because this one is free :D
Next version comes out at the end of Q2
Yes, I bought the original, sorry if I was misunderstood! Go! Q2 is coming!