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Killer Bee Software

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

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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 is most likely just a visual bug. I will confirm that and then should be able to find the issue.

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. 

Look for "Convoy". This should be one of the command buttons on the bottom. You will designate a stating point, and ending point, and what units are to be transported.

Sent you email, but putting this here since this Q has come up before from others.  You should be able to use your email to recover the file


The manual,

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?

Go to the map/scenario editor screen. In the lower left is a button to get maps and scenarios. Download maps. source was updated.

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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 :

This "Blog Post" seems to have gotten buried, so I am going to put a sticky to it here.

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!

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It possible Manjaro is the culprit.  Is that the only OS you are using? 

EDIT: Culprit meaning that the Manjaro driver for On-Board Intel video cards does not play well with Unity.

did you run with the forcegl option?  If you did I would try without and see if it behaves differently. (or visa versa)

Well, keep in contact about it and let me know how it is going. As I think on it, I suspect the memory of the card is an issue. 384 is not a lot. 

Well, its the combination of Operating System, video card drivers (software) and  and the card itself  that is the issue. There are a lot of variables at play. Its not a question of supported/unsupported from my perspective, more a question of how the combination can process the graphics API, and if it does so correctly.  Something in the mix is causing the breakage on the font textures. Is it fixable? Maybe so, possibly not. We are kind of at the mercy of these  components working together.

There a couple of other flags that can be tried. Though they specify Direct X and I don't know if these are going to be non-starters for this.

Potential Flags are:

-force-d3d9 Make the game use Direct3D 9 for rendering. 

-force-d3d11 Make the game use Direct3D 11 for rendering.

-force-opengl Make the game use OpenGL for rendering, even if Direct3D is available.

I doubt the 11 would work as the card itself only supports up to DX10, but you might try the 9

Unfortunately, the card is 10 years old and its capabilities might just not be up to modern API calls and the memory is low.

Also, if there is some sort of "Control Panel" for the video card there are possible options you can perform. These sorts of things allow you to make adjustments inside the card and that helps.

You might cycle between the 32 bit/64 bit versions if you have not done both, though I would not anticipate this changing the situation. But you never know.

Regarding your support question again. If you don't think you can get it working to your satisfaction and want to refund it, itch has a refund policy.  I would think this would fall under "technical issues" and you have worked with me on it. I always hate to go that route as my goal is to keep people playing this classic game,  but if  this is the only component combination you can readily use I am afraid you may have to go that route. It is not my goal to take your money and run. ;> 

Arg, I would not be surprised if this is something with your video card driver and possibly its open gl support.

You might fiddle around with any video card options you are supplied with.  What card do you have in the box? 

EDCE uses Unity as the engine. Manjaro may be an issue, as the most success  with Unity on linux appears to be Ubuntu. 

That being said, this thread

Seems to have a problem extremely similar to yours, so I suspect you video is failing to initialize. Though there is some VMWare in that thread, you should tried those solutions, including the -"-force-opengl" command line argument or turning off graphics hardware acceleration. 

Do you run any other Unity-based games?


It will be looked at and I would like to have both an Android and iOS version. But I cannot give a currently a potential release time.

There should be an indicator on the front screen that the game has an update available.  

The instruction for updating are here :

If you are a Kickstarter backer, you should  use the original link you were sent to access the files. Otherwise, they should be accessible through your itch account.


If you were a kickstarter supporter you would use the link you were originally sent to get the game.  From there, you pull down the zip you need. The zip is not really a patch/update, it is a replacement.  Your game data is stored in a separate location and will not be lost when you replace the game. 

If you were a KS supporter and do not still have your link,  send me an email.


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This should explain it.  If you need more info due to your KS pledge, send me an email.

I have seen parts of this, it is pretty cool.

Hi Leaf,

I had a user get this today.  Don't know if this is related to anything or if this is in your realm at all. Good old Norton:


AI source code updated:

Looks like we have a winner!

I sent him an email and hopefully he can post some good info here for you.

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Hi Leaf, one of my testers in Oregon has been having issues as well. He sent me this note and the link:

Yeah, definitely a problem with their CDN, went to download it today and it complained about this host being unavailable.

Hope this helps.

Wow, this series is now through 13 episodes -  a very interesting game as the city eff is so low in general. Very nice in that a lot of thought into the decisions is discussed. 

Locking this thread. If you have an issue feel free to post it in a new thread, or send an email to

Now I can see the patrol picture. That is very interesting, I suspect that is something just introduced. I definitely would like to see the archive if you can make it.  I will fiddle around on my end. Thanks for catching it and posting it up

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I think Itch's file server for images is not working today - but I don't know if you can position them or not. Anyway, will look over it when that gets fixed.

The files for a game are split up. but they can be wrapped by what is called an archive. Information on making n archive is here:

You have to have the Steam Client installed. And I am assuming you have the key.

In the image, note the Games menu at the top of the Steam Client. Select that, Click on Activate, You have to click next a couple of times to pass the warnings and agreements. Then you will need to copy and paste the key where they request Product Code.

Regarding bugs, there has only been one platform specific issue thus far, and that was a Linux display startup issue. But if you have an issue you can create a new thread for it. I have been meaning to lock this thread as it is jumbled.

If you have a screen shot or even better an archive of the game where this is happening, definitely send it along.

There is not annotation/art layer. However, you can add short notes to a location. Check Map Labels from the Reports Dialog - and then turn on the map labels toggle.

Hi, thanks for the comments. The interface is different form EDIE/EDEE and does take some getting used to.

For some of the comments:

"Wait" moves your unit to the end of the processing queue. Activate Last will activate the unit previously active. Be aware that this includes units that may have been automatically processed, not just units you manually interacted with. 

There is a Launch command button. It will be in the command button group (bottom buttons). If you do not see it, you may not have this section open all of the way. 

The reports dialog does close upon choosing a report. All reports can be bound to a key, so if there is a report you frequent, I would recommend setting that up.

The extra reports message is a bug that has not yet been addressed.

If you mouse over an enemy spot, the info box in the lower right will list the age of the spot.

"Prep Unload" should be used when you have a transport you wish to move and then unload. If you need a prep load, "Load Till Full" may satisfy that, otherwise use load instant.

There is a right click menu  option which can be used for activating a unit, but there is not a select via right click option. 

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I think there is some confusion here as you mention "the latest archive minus 1 ". Archives are not sorted by game, time, turn. They are named by you. It is up to you to choose the archive.

Saved games are displayed when you enter the loading screen from the main menu. Those are sortable by date, turn, etc. A saved game is different from an "archive". Making an archive is an intentional act on your part, not the act of saving. So when you make an archive, you are able to give it a name. Making an archive is discussed on/around page 74 of the manual.

To restore the archive, from the main menu you open to the Load Game screen, and click on the "Restore" button on the bottom. You should then see the list of all archives you have made, select the one you want and that will restore the game to that state. The archives are listed by name - there is not a date or turn information like there is in the Load Dialog, only the archive name you created.  Your selection will overwrite whatever was already there.

Have you tried this and are you seeing something different?

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Don't know if either of these guys are running mint. 

Edit: Oh I was confused. You did have the issue and fixed it. Yay!

Once an archive is made, it does not show in the load panel as an active moment of the game.  The archive must be restored to be reflected in the load panel. But be aware that what ever state of the game that was represented in the load panel before the archive was restored will be gone. 

So in other words, when you restore the archive, that becomes the active state of the game. There is only one game state "active" at any one time.  Let's say I archive at turn 108, then play on to turn 125. Load panel says turn 125. If I restore the archive I previously made, it will be at turn 108 again. If I did not archive at 125 before this, 125 is not recoverable. anymore. i will only be able to play turn 108 forward.

I think there is  a write up that may better explain this in the manual.