Alpha released! Though only singleplayer mode is working.
Due to some unexpected problems running the network-part outside visual studio, syncing of players didn\’t succeed. When a solution to the problem is found a new version will be uploaded.
This version is far from complete and will most certainly contain bugs, if you find any please post a comment.
Enjoy
conquerthehood_alpha.rar
//CTH-team


They will be refined in photoshop.
/Lukas
It’s been awhile since the last progress report and a lot has happend. I got stuck on speed control for 2-3 weeks because everything had to work almost perfectly or it didnt work at all and it was a lot of variables to think about and my head was spinning :). But i fixed it and now it works very good. I also changed from TCP to guaranteed inorder UDP delivery because the delayed ACKs TCP had was messing with my ping that was needed for time syncing the computers.
Last week all commands like upgrading goons and buying weapons was included so it’s possible to finish the game. I also implemented basic CRC(cyclic redundancy check) for all unit positions, money and experience and so far it’s working better than i expected. Next week testing and tweaking the “beta” will begin so hopefully it will still work as good.
//Fredrik A
This is what I’ve finished since last post:
Fog of war
Sound manager
Particle effects
Hiding houses when camera is inside
Shadows
Work left:
Tweaking & testing


/Martin A
Have had much to do the recent weeks, making the AI a fun opponent to play against. There have been lots of tweaking and tuning variables to make it behave in a good way.
So today, for the first time I let the AI play and finish the game. I wanted to check all the behaviours it showed during a match, how it prioritized different goals and how it ended a game. Of course it made a couple of strange decisions and behaved very weird at times, but it managed to play the whole game which was very satisfying to see.
The main things to fix are to make the agents complete the goal they had before they for example encountered an enemy they had to dispatch. It works sometimes, but not every time. Sometimes they tend to stand still until something triggers them.
Also their behaviour when being very much stronger than the rest of the opponents should be much more aggressive.
Oh, and I’m happy to announce that the yellow team won :)
/Bo