Yeah, sounds buggy. You should be able to get readiness back, but not hits.
Killer Bee Software
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You can manage the setup configs, there is a last config and you can delete that. The name should be "lastConfig".
Do this with the "Load Config" menu - there is an option to remove. You may have to go back to the main menu and reload.
Make sure you are logged in to itch, then at the game's page you shoudl see a fie list - look for the one that matches your operating system. Download and install somewhere on your hard drive.
Let me know if this helps.
I assume this it the WB 3.11 I would say yes, wetness does very little. The source is open and available, but the origin of the source from the world building code originally used in the 1993 Empire Deluxe. Baldwin had it vary just a little, and so i don't think it has a great impact. The 4.0 WB has a land/water ratio which has a bigger impact.
Yes, there is a conversion program to move them from EDIE or EDEE to EDCE. EDCE maps are not in a text/psuedo XML format The converter and other info is in the maps directory here:
Also, the actually place those maps are being stashed is somewhere in that directory structure. (submissions i believe)
These maps are available through the game. Go to the Map section (Maps/Scenarios), and in the bottomm left corner there is a button to UL/DL Maps and Scenarios. Users have maps maps and uploaded them - they will get downloaded and put in the right place.
and don't forget to give back ;>
Every time you play the game, you are using and "account", which basically is a player configuration with your record, rank, etc. This account IS NOT external, it is just data within the game files. You can access the account via the Administration tab to set preferences and such.
So on the remote side, when you want to play a game, you have to set your account up that you are going to use when playing the game. Click on the "Account To Use" button to select from the accounts on the machine. There is also a "new" option.
Again, the word account does not mean that anyone is looking or storing your data or you have to register anything. it is just used so that you can play the game under multiple profiles as some people do not like to use the same profile for email as the do solitaire or network. Password can be different, as can other preferences. All of this is just files in the game data, not shared. Only your "account name" and rank and commander name are sent to the server game I believe. Not your password, not other prefs.
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.
For saves, you have to create an "archive" then "restore" it. This is done in the game loading page. Check the manual for that info. Here's a quick rundown:
To make/send an archive, follow these steps:
- Off the Main Menu, Go to the Load Game Screen.
- Find the game in question. You will see an "A" button for archiving
- Click on the A Button, and enter an archive name.
- Find the <GameData Directory> location, which can be looked up in the Administration Screen (Directories Button). that is where the file would be under archives.
- Then on the other machine, put the file in the same archive location. Then use the load screen to "Restore".
That is interesting as I have a user on steam using this version and even though Steam has a general warning about it, it worked fine. - so I had not researched the issue.
The game does create both a log for Unity and a log for the game program itself I am not sure where Mac would put the Unity log (which is probably what we need), but the game logs are in <Game Data Directory> /logs . I suspect the Unity log is near the actual binary package. I would be curious if there as any output at all.
Is there anyway you can look for them?
Evidently, this may have something to do with Apple insisting devs have their apps signed by Apple, even if the app is functional otherwise. Your PC is becoming a console. That sucks.
Do me another favor if you have a Steam account, and see if you can get it running via that means (I suspect you can).
send me an email at firstname.lastname@example.org and we can discuss more as a solution will need testing.
This is an issue with Unity Engine to some degree, and to some code that was not completely optimized for the way Unity Engine behaves in this regard. There was a good amount of effort to reduce this behavior, and i believe there was a good amount of success with the "Experimental" CPU mode. So if you are having this issue, go to the "Administration" section and select that option (lower left corner of admin screen).
Every command in the command and info bar should have the ability to be bound to a key. It may not be bound by default - and check the name of the command it may be different that what you think it is.
You can set it up as a server only, but it cannot be run headless. I know of at least one case where this was done via AWS, It was discovered there was no way to save/shutdown but I believe this was fixed - certainly not tested well but I think they were satisfied.
EDIT: I would recommend no one be logged in when you shutdown/save. It will auto save as well now.
I am assuming you have a stand alone version from itch. It is not a license issue with you running a stand alone as a server then connecting to it yourself with another instance. But you have to run server/client as separate instances - both have to have unique reference directories (a second installation - not the same one if you are using one machine to do it all).
that's interesting, but I can not explain why the screensaver is not kicking in - I am sure somehow the program is disturbing the peace - could be related to display calls being made to the video card. (a wild guess)...if it was minimized I wonder how it would behave.
The unity domain is probably a license check. I was not aware (and not surprised) they do this. The killebee one is for "updates" as mentioned above.
Blocking this should not have a negative effect.
if you play MP or FShare there will be a couple of others, both to killerbee
The iOS mobile app is a different product, Apple made it difficult to support and they finally booted it with the OS upgrade.
In EDCE , If your map is small enough to see the whole thing, this will happen.
Oilfields have a couple of good uses, one to produce "supply" which can then be routed to a city and used for various Production purposes, the other to act as a "Non Production City" when the "Drain" is calculated.
Both of these are fairly involved topics, and I would recommend looking over the details in the PDF manual for the game.
First let me clarify the earlier response about scrolling and map dragging - map dragging a a feature of the Combine Edition, not the Internet Edition - EDIE was released in 2003, EDCE 2017/18 - so I was speaking tin the context of EDCE.
Any/all versions save the game to a file on the local computer. None need a network connection to actually play a game solo.
For #1, this is how the game is played. You need air cover and naval units to prevent such scurrilous attacks.
For #2, I think that is a behavior of the older games. In this version the map can be dragged around and zoomed via mouse.
Ok, I ran this test: Standard game set with continue reduction unchecked in the standard rules , no advanced rules. Network play.
Start the game, and as you have said, the non-server player does see the green 11 as the drain indicator. I did a rules check on both sides, and the rules are correctly set (NO DRAIN CHECKED).
When I begin to play, on the non-server players turn, the drain indicator does in fact disappear and is never seen again - so it is an initialization thing. Drain will not have an impact on this configuration. So it is a visual bug.
Thanks for the heads up.
This thread was a year old up to a day ago.
These replies are coming to me and I am not an itch rep. - they need to go to leafo so you need to either reply to his post, or create a new thread.....otherwise I do not know if they will get it.
around page 82 has a walk-through for setting up a server. That is definitely something you should read if you have not already. How are you having problems?
Well, define classic. If you are looking for 1993 Empire Deluxe, I would recommend the "Internet Edition", which is close to a direct port from that version. Earlier versions of Empire I don't know.
Internet Edition can be found at :
I got an email regarding some maps that were submitted, so I thought I would share the info here. this description only talks to two of the maps.
The first is a cylinder world (180 x 110, horizontal wrap). On this one, there is a single large river which winds around the entire world. There are 150 cities; 4 are “important.” Three of these are also spawn points. A suggested victory condition is the capture of all four of the important cities.
Almost all of the cities are located on the world river or on one the many streams which feed into the river. Initial exploration ought to follow the waterways.
Most of the cities are also given names in rough groups. This is another aid for exploration.
There are 140 resource locations. Many of them are loosely clustered as resource rich regions. These resource regions are usually not near concentrations of cities. Not using or underutilizing engineers could be a serious mistake.
There are several long mountain ranges with peaks severely limiting overland travel away from the rivers and streams. There may be a pass or two through or around most of these mountain ranges. An AI opponent will find these passes and exploit them.
The ENHANCED AI opponent plays this map better than an Expanding AI opponent. Set up and watch a game with three ENHANCED AI opponents to see how the AI opponents expand and then stall. The AI opponents have difficulty locating the fourth important city.
A human opponent against two ENHANCED AI opponents should prevail in roughly 300 turns. Contact with an opponent won’t occur until around turn 100.
The second is another cylinder world, but smaller (125 x 80, horizontal wrap). There is one large “crater lake” on the planet fed by four separate rivers/streams and ringed by a roughly circular mountain range with peaks. There are four spawn points, all located around the crater lake. Contact with opponents occurs quickly. There are 84 cities in total. 30 are inside the mountain range surrounding the crater lake. Each spawn point city has almost exclusive land access to five of these cities. A human opponent against three ENHANCED AI opponents should prevail in around 200 turns.
If you have a map you want to share, please do!