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Empire Deluxe Combined Edition

The latest in the classic Empire Series of games, which has spanned almost five decades. · By Killer Bee Software

Wishlist items

A topic by epo01 created Jan 14, 2020 Views: 407 Replies: 5
Viewing posts 1 to 5
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Don't know if EDCE is still under development, I suspect not but if so ...

One annoyance is units onboard ships prompting for orders if they happen to pass through a city, passing through should mean passing through. This is also annoying for units on board air transports which have landed for refuelling but I see no easy way round this.

It would be nice to have a whole map view with the current area indicated, perhaps toggled by a button?

Sea bees can travel on land so should be shown in land production dialogs.

Will add more as I think of them.

Developer (1 edit) (+1)

For the first item,  I suspect you have auto-loading and unloading on. Turning that off will allow the units to rest.

Second item would be nice. Especially since multi monitor setups are now becoming more common.

You can build any unit in any city. Forget Sea Bees, build that Battleship! There is a check box in land locked cities which allows you to view naval units for production. 

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Is there any hope for air refueling?  I have tried a few different modifications but without success.   Otherwise loving the game and the improvement and ESPECIALLY for bringing back multi-human play without a network or email - now its more like playing a board game with a group at the house!!!

(1 edit)

Since I don't know what you've tried and haven't tried, I don't know if this will be helpful, but I copied the Carrier unit and changed some stuff:

Basics tab

   - Unit Classification: Sea  (this is needed so that the planes which are "fueling" can load and unload as they please, even when the air carrier is "flying" - if you classify it as an air unit then you won't be able to load/unload properly because air units only load/unload while "grounded" - i.e, when they are hosted by something themselves. The lack of distinction between being "on the ground" and being hosted by something doesn't matter in the vanilla game because there are no situations where an air unit would be able to load something while flying, but it becomes important here because hosting a unit is the only way to replenish "fuel")

   - Moves Like: Air (you'll want to make sure it can move over all tiles)

   - Unless you want the air tanker to have infinite fuel itself, you should specify some movement range, and you'll probably want it to move at a more plane-like speed than two tiles per turn

Transport tab

   - Transporter: Yes

   - Capacity: Some number above 0 (however many planes you want to be able to "land" for fueling at once)

   - Transportable units: Whatever units you want to be able to be refueled at the air tanker

Other tabs aren't strictly needed but you'll probably want to mess with the production cost and combat statistics to make the unit better fit whatever game balance you've established with the other units you have.

Then you have a unit that works the same as a carrier, but flying instead of sailing, and presumably with a reduced capacity and finite range. I'm not sure anything better can be done unless the game is changed to look at fuel as a substance that is quantifiable, consumable, and transferable instead of as a number of turns a unit can survive unhosted.

I didn't think about the carrier!  I tried an airbase and that broke things. I tried other aircraft.   But the carrier configured like you suggested seems to work.  Thank you much!

One last item - how do I reset the build time?  No matter what I set the build points to it defaults to the value of the item that I copied.  There doesn't seem to be a way to access the value.  In this case, being made from a Carrier puts the build time way out of line with all the other aircraft.