JConquest
JConquest is an interstellar turn-based
multi-player computer strategy
game! You, as a player, are the imperator of an interstellar empire.
Your objects are to explore space, expand your empire, exploid the
planets you rule, exterminate other empires. Unfortunately there are
other imperators who have the same goals for their empires.
JConquest is written in JavaTM and is 100 % platform
independant.
Download
Currently there is no binary release of
JConquest available. If you want to download our source code, please do
so from our cvs repository via anonymous cvs or you can browse our
repository here.
Anonymous CVS Access
This project's SourceForge.net CVS repository can be checked out
through anonymous (pserver) CVS with the following instruction set.
When prompted for a password for anonymous, simply press the
Enter key.
cvs
-d:pserver:anonymous@cvs.sourceforge.net:/cvsroot/jconquest login
cvs -z3 -d:pserver:anonymous@cvs.sourceforge.net:/cvsroot/jconquest co
-P src
Installation
Requirements:
- Java 5
- Spring Framework
- Jakarta Commons (The
needed files are distributed with the
Spring Framework, so you don't need to download this seperately)
If you have downloaded and installed the above software, compile the
sources with Java. You now need to add spring.jar and
commons-logging.jar to your classpath to start JConquest.
Usage
You may start JConquest by starting
net.sf.jconquest.Main.
For example if your operating system is
Linux and the path of your compiled JConquest is /usr/local/jconquest
and the path to spring.jar and commons-logging.jar is /usr/local/lib
you may start JConquest by typing
java -classpath
/usr/local/jconquest:/usr/local/lib/spring.jar:/usr/local/lib/commons-logging.jar
net.sf.jconquest.Main
on the command-line. Currently the start of a new game is
parameter-driven. Use the parameter -? or --help to get a
full ist of command-line options.
Roadmap
Version 0.1
We are currently working on the alpha-release of Version 0.1. Version
0.1 is planned to have the functionality of the KDE game Konquest.
In addition there will be the possibility of fights in space (not just
on planets like in Konquest).
Version 0.2
This version shall have implemented population,
population growth and habitability (the three planetary values gravity,
temperature and radiation). The population "produces" resources that
make up the productivity of a planet. Newly captured planets have 2500
Colonists by default.
Version 0.2.5
Planets can have factories. Players may choose
between building factories to increase their productivity or building
ships to increase their strength.
Version 0.3
Every planet contains minerals. Players may build
mines to mine these minerals. Building ships or factories costs an
amount of minerals.
Version 0.3.5
Fleets may load cargo and colonists. Cargo can be
transported from planet to planet. To colonize a new planet players
will have to have some colonists on their ships.
Version 0.4
Fleets and planets have scanners. players no longer
need to fly directly onto a new planet to see its habitation values.
Enemy fleets are seen only if they are within the scanner's range.
Version 0.4.5
Research and terraforming are implemented. Players
may research to improve their fleet strength, scanners and
terraforming ability.
Version 0.5
Fleets have the ability to bomb planets.
Version 0.5.5
Fleets have the ability to lay mines in space.
Version 0.6
Players are able to build starbases. Ships may be
build only on planets with starbases.
Version 0.7
Ships have blueprints and contain building parts.
Planets have to be colonized by a colonization ship. Only freighters
may transport cargo and so on.
Version 0.8
Battles take place on a battleboard. Fleets can have
battle plans.
Version 0.9
There are different races out there! Every race has
it's advantages and disadvantages. They have primary and secondary race
trades.
Version 1.0
If we have followed the roadmap until this version we have almost
cloned Stars!. Now we only need to implement the random events (mainly
the mystery trader).
Version 2.0
Version 2.0 will boldly go where no game has gone before, implementing
much of our ideas and of the ideas of the 4X (eXplore, eXpand, eXploit,
eXterminate) game community.