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Killer Bee Software

A member registered Aug 20, 2017 · View creator page →

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Hi Bob,

I cannot answer if EDEE would be better for you. Some veterans favor EDIE and EDEE.  Vast majority are playing this version though. 

The Interface has changed, and yes it is do the the unity platform and the multi platform nature of it. 

In the main screen,  lower left corner there is a toggle for window or full screen. You might experiment with that.  

Also,   in game up top-right you will see a keyboard icon, there you can set the keybindings for your account the way you want it. 


Look into the "convoy" command.

This thread may help. the WWII mod is by WWII_Weasel

TPG is a different animal and runs on direct x. But I do not think your issue is a video one. Which scenario are you playing?

Well, stopping and saving the game is important.  It is safest with the starting player brings the game down. Also, the starting player should be position #1.

I have not gotten to look at the game you sent yet, but one issue that comes to mind is that the first player needs to be human - the one that started the game. 

Yeah, after this last install I saw that for another program too. They want to protect you from yourself.

i did a little research on this error and it appears it may be related to Windows that the case?

That sounds rather unfriendly. What operating system are you on and do you have any special security protections on your machine? Also what is the video card you are using?

If you have a repeatable case, feel free to send it to me along with the mod.

If you uploaded your map then it is available for you to download.

If you want the actual map file, look in the maps directory in the maps directory of the <Game Data Directory>. See the admin screen to get that location. 

The manual also has information on this.

Use the email you use for the itch purchase here:

This error only applies to players with a saved game from B17 that has a Classic Player in the game. The game will fail to load with the above  message. I have made the adjustment to the DLL.

You only need this fix if you have a B17 save with a Classic Player and now have Build 18:

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There's some information in the manual as far as what makes up a modified database and how to move them.  Just setting the changes in two places definitely does not do is designed for one person to own their modified DB and distribute it when they wish. This was broken for you as your motivations are different - you want just replication. 

Moving the entire Empire Deluxe copies the entire data collection, so that would work. It is all text, no binary files so any of the directories can be copied over.  For just saved games,  A copy of the saves directory might be easier (assuming the DB is  already copied over). This will have the same affect as an archive, with less but more technical steps. 

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From what you have written,  and correct me if I am wrong:

"I've changed the air transport on both independently loaded machines to distance 3 for 8 moves which is pretty much standard for me now.  I'm virtually positive that I did NOT name the unit sets the same... if I changed the name at all."

This tells me you created a unit db on the linux box in the game on the linux box.  Databases are dependent on matching up via a key. The key for this database on your PC is:  


where xxxx is a four digit number.  This number is random when generated. 

If you built the DB on the Linux box instead of copying over the appropriate files/folders, this would cause the crash as the keys would be different. Databases need to come from a single source.

On the PC box , in the <GameDataDir>/udb  is where  the database set for this "xxxx3_Move_Air_Transport" resides. There will be a key file and an assets directory.  Those need to be copied, and moved to the same udb dir on the Linux box.


the above is fine.

No it is not you. 

I take it there is nothing different about the Unbuntu set up on  such as a modified unit set or such. 

If you run it again to get the error.Send me the the data in the log dir  on the Unbuntu machine. This is in <Game Data Dir>/logs.   

Do you have a mirrored player account on that machine? Have  you exported it and loaded it using the Administration screens.?

Sounds like a timing issue, you might try to create an archive again on the source machine then move it over. Also see if the game loads on the source machine.

Yeah, sounds buggy. You should be able to get readiness back, but not hits. 

Edit the city - prod times are under the Production tab.

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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.

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Hi there,

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.


This is definitely a pathing bug, and part of the fun of a million edge cases created by random generation and unique unit circumstances ;> 

I will make a note of it. Thanks for the pic.

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 ;>

In that last image, notice the label "Account To Use". Click on that button below the label and set it. 

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.

Hi I think I replied privately, but  doubt EDCE would work on XP.  EDIE or EDEE most likely would. 

Internet is not required to play any of those. Only download.

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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:

  1. Off the Main Menu, Go to the Load Game Screen.
  2. Find the game in question. You  will see an "A" button for archiving 
  3. Click on the A Button, and enter an archive name.
  4. 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.
  5. Then on the other machine, put the file in the same archive location. Then use the load screen to "Restore".

Hi Kevin,

contact Mark Kinkead

If you were a backer, you can recover your links on itch from this page:

use the email address you had the key(s) sent to. 

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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 and we can discuss more as a solution will need testing.


Hmm..that's not cool. I ill see if there are Unity reports with MAC in this regard.

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.

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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). 

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No this is correct, in that the command is also used to DESTROY existing roads. But only EN/SB can use it to build.

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