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- MORE ABOUT COLONIAL CONQUEST II
-
-
- The following text has been written for all those people who
- specially enjoyed the game and want to know more about
- Colonial Conquest. Most of it is totally useless for the
- understanding of the game, but like many other useless
- things in the world, it might be fun to read it anyway.
-
-
- THE BEGINNING
-
-
- I have started to write Colonial Conquest in summer 1993
- during the preparation of my final exams at the university.
- As it was impossible to sit at home the whole day and learn
- physics (that's what I've studied) I thought it might be fun
- to have something creative and constructive beside this
- tedious learning activity. As I have always enjoyed playing
- strategy games very much and as I believed that these were
- the easiest games to write - specially in a not-too-fast
- programing language like AMOS - I started right away and
- finished a first playable version within a few weeks. It
- then took at least two months to debug it and make it more
- comfortable to use. 80% of the development time was really
- invested in details which was frustrating at times.
- As soon as Colonial Conquest was out on Aminet, first bug
- reports smashed my illusions to have programed a bug-free
- game. Worse, the bugs were so bad that I felt that it was
- necessary to release a new version very soon. At the end of
- 1993, Colonial Conquest v1.05 was transferred to Aminet.
- Since then, more bug reports have come, but also thousands
- of suggestions that - if followed - would have led to the
- most incredible ultimate 20MB strategy game for 68040+
- processors only with animated 24bit graphics, sampled
- speech, neural network based artificial intelligence,
- options for 3D-glasses and cyberspace helmets.
- Well, honestly, I couldn't do it.
- Some of the suggestions however were realizable without
- loosing my job, and I couldn't resist the temptation to make
- Colonial Conquest better and better until it became such a
- monster of a program that I wasn't really sure if it was
- much better.
-
-
- BUGS
-
-
- Bugs? What's that?
- Ok, ok, I remember... ah, well, they never show up when I'm
- playing. They know that it would be suicidal to do so. Maybe
- they are not even that intelligent. It could be that it's
- only an instinct and those who didn't have it were treated
- without mercy by natural selection.
- No, honestly, bugs are still there probably, but this time
- they are not so bad anymore as an internal routine will be
- activated as soon as an AMOS error occurs. It will inform
- you that an error has happened (what a shame!) and it will
- give you the error number that you should write down and
- communicate me if possible. You will then have the
- possibility to save the game before the program tries to
- continue the game. I would say that the program will not
- crash after trying this most of the times, but strange
- results may occur. Of all bugs I have already removed I
- would pretend that none would have led to a crash.
-
-
- MUSIC
-
-
- I used to sing nicely when I was a kid. One day however, I
- realized that people were fleeing from me as soon as I
- started to sing. The same thing happened when I was
- whistling or making any other noise that was intended to be
- music. I concluded that I was not a musician and stopped all
- my ambitions with this respect.
- I'm still not a musician. If I had tried to make music for
- Colonial Conquest II, you would have turned down the volume
- of your monitor after three seconds if not a natural
- survival reflex had made your fist smash the speakers of
- your monitor after one second.
- Fortunately, one day a nice and very talented musician -
- Carl Wooltorton - knocked at my door (well, he wrote me an
- e-mail actually) and asked if I was interested in having
- something made for CCII.
-
- I wanted something uncommon, dark and strange and a few
- weeks later he sent me an incredible masterpiece that fitted
- EXACTLY to the game and to what it should express.
- As I thought that it was a little bit too long for a game
- music, we had long discussions about artistic integrity and
- music in general. We finally agreed on a compromise: The
- music included in the game is a cut down (i.e. "remixed")
- version of the original soundtrack. This fact is explicitly
- stated in one of the title screens of CCII.
- Carl will release the original soundtrack on Aminet (as
- "co.powerplay" in "mod/pro") on the same time and all real
- fans of CCII should try to get it and listen to it. It has
- the big advantage of being a real Protracker module which
- makes possible some effects that have been discarded when I
- have converted it to the AMOS music format.
- If you own AMOS, you will even be able to make the
- conversion yourself with the original soundtrack and save it
- as "Gamemusic" in your CC directory. As the game just loads
- the music file "Gamemusic" (if it exists), it doesn't matter
- WHAT music you put in.
-
-
- THE PLANET EDITOR
-
-
- I have programmed a little planet editor that allows to
- design new planet surfaces for the game. It is not included
- in the Colonial Conquest II disk and it is not freely
- distributable. It's a present I have ready for all people
- who write me their comments and thoughts about CCII through
- e-mail. The uuencoded file will be sent to those persons
- directly through e-mail as well as the original "Final Copy
- II"-version of the manual.
- Through normal mail, everything gets more complicated as the
- sending of a disk is coupled with work and money. I do not
- want to spend my evenings copying disks for no money and on
- the other hand I do not want to make money with a kind of
- shareware service. Therefore, I will only send such a disk
- to people who send me a donation of 10DM or more. Note that
- the money is still a GIFT to me FOR THE GAME and the disk is
- a present in return. It may not be a big difference for you,
- but it is one for me.
- Depending on my work-load, it may take quite a few weeks
- before you get an answer by normal mail. Be patient, please.
-
-
-
-
-
- THE FUTURE
-
-
- Will there be a Colonial Conquest III?
-
- No, I don't think so. I know that there are still thousands
- of possibilities to make the game better, but I believe that
- even if I make it a lot better, people who have played CCI
- or CCII will get bored very quickly as all the basic
- principles would stay the same.
- Provided I find enough spare time during my Ph.D. thesis, I
- will work on a new project or continue an old one that has
- never been finished. In any case it will be something in the
- field of strategy or RPG games.
-
-
-
-
- Christian Mumenthaler, 23. August 1994
-