Archive for the ‘Six Gun Saga’ Category

Six Gun Saga Review

Sunday, July 15th, 2012

Jay Is Games has been kind enough to take a look at Six Gun Saga. My son was watching “The Good, The Bad and The Ugly” on dvd last night since our Directv receiver broke and it made me remember why I picked this theme in the first place.  There are two kinds of people in this world my friend……  that’s a premise on which you could design a game. 🙂

SGS 1.07 Released

Saturday, August 6th, 2011

I’ve fixed several of the bugs that were encountered with the Weird West Story Cards. I’m going to go ahead and call the game released for purchase. I want to thank everybody who pre-ordered and played the beta and provided bug reports and feedback.

If you have version 1.06a or greater then you can just download this small update here: SGS Update 1.07 Final Release ZIP

To install the zip file update simply overwrite the 3 files as well as the GameData folder at Program Files\Cryptic Comet\SixGunSaga with the files in the zip. You should see Beta 1.07 as the version number in the bottom left corner of the main menu screen if the install was successful.

You can also just re-download the install file using your purchase email confirmation from BMT Micro. Contact my support email if you have any problems with this.

In addition to the bug fixes and an updated manual that includes the Weird West content, I have also added a new card action:

Change In Plans: Select a story card that is not occupied by a posse and replace it with a new story card that has not yet been drawn

Six Gun Saga Demo Available

Monday, July 25th, 2011

I’ve created a small demo version of Six Gun Saga and uploaded it to my amazon aws account for download. It allows you to play against a single AI on the shortest turn length setting (15 turns). That’s basically the trainer mode. The Weird West content is not included. I’ve also just gone and placed it in a folder in a simple zip file instead of making an install package. You can just download the file and unzip it to your desktop and run it from the folder by double clicking on the SixGunSaga.exe file.

The Demo is available here

SGS 1.06a Beta Update

Friday, July 22nd, 2011

Looks like I picked a bad week to stop sniffing glue. If you downloaded the new version in the last few hours I apologize but you will need to redownload the new 1.06a version. It seems that I forgot to uncomment some code and it will cause problems with some posse movement orders.

So 1.06a is the version to have. Thanks to the vigilant Mr. D for the early adopter warning.

SGS Beta Update 1.06

Friday, July 22nd, 2011

Update 1.06 Beta is now available. There are new art assets as well as data files so you will need to uninstall the old version and then download and install the new 1.06 version.

New Content: Weird West Story Cards
During the start game setup menu you now have a check box to enable the inclusion of 4 Weird West story cards and their guardians. The rules for these cards are a little different than your normal story cards.

– Each card can be entered by any posse that a player controls
– Each card has a powerful unique guardian that will defend the story card. When a player moves a posse onto the story card there is a 50% chance that a guardian will attack that posse
– If a posse wins the poker hand and survives any wounds that the guardian might deal then the posse remains on the story card after the gun battle
– Guardians never retreat anywhere. They simply go back into hiding.
– Guardians can be destroyed and their VP value is awarded to the player who destroys them
– Guardians each have a unique effect that is triggered when they wound a dude
– If a posse is not attacked or survives the encounter with the guardian then it will remain on the story card until the player hits the “Draw Cards” button to advance to the draw phase
– If a posse is on the story card when the draw phase occurs it gains a bonus that is described on the story card info. It is also awarded a set amount of VP’s that are also detailed on the story card info. Finally the posse is returned to the corresponding player base card and now can be accessed by the posses belonging to other players. The posse MAY move the following turn.

After Sundown
After Sundown

Chance Vampire Attack 50%: Any posse that moves onto this story card has a 50% chance of being attacked by a vampire
Survival Bonus: The player who occupies this story card draws 2 bonus cards into his hand during their draw phase
Survival VP Award: The player who occupies this story card during their draw phase gains 2 VP’s and the posse is returned to its player base card
Wound Effect: A dude wounded by a vampire has his upkeep increased by 1
Special Ability: The vampire regenerates all wounds between player turns.

The Lost Valley
Lost Valley

Chance Dinosaur Attack 50%: Any posse that moves onto this story card has a 50% chance of being attacked by pack of Velociraptors
Survival Bonus: Dudes in a posse occupying this story card during their draw phase have a 50% chance of gaining 2 max wound points
Survival VP Award: The player who occupies this story card during their draw phase gains 3 VP’s and the posse is returned to its player base card
Wound Effect: Any wounds inflicted by a dinosaur are permanent

Roswell
Roswell

Chance Alien Attack 50%: Any posse that moves onto this story card has a 50% chance of being attacked by an alien
Survival Bonus: Dudes in a posse occupying this story card during their draw phase have a 50% chance of gaining 2 gun fight points
Survival VP Award: The player who occupies this story card during their draw phase gains 2 VP’s and the posse is returned to its player base card
Wound Effect: When a dude is wounded any amount by an alien, the controlling player loses 1 VP

Missing Settlers
Skin Walker

Chance Skin Walker Attack 50%: Any posse that moves onto this story card has a 50% chance of being attacked by an skin walker
Survival Bonus: If a player occupies this story card during their draw phase then a random townsfolk belonging to one of his opponents is killed
Survival VP Award: The player who occupies this story card during their draw phase gains 3 VP’s and the posse is returned to its player base card
Wound Effect: A dude wounded by a skin walker loses 1 gunfight point

UI improvement:
– Each boss now has a small wanted poster on their player base card that displays their VP total for easy reference
– Hole cards attached to posses are now hidden from opponents until the gun battle commences

AI improvements:
– AI players will now give more weight to hiring townsfolk who provide VP or cash bonuses when players are sent to boot hill.
– AI now includes fuzzy logic approach to simulating hidden holes cards when attempting to gauge chances of success in gun battles
– Improved AI resource management so that less dead end posses are created that have low chance of expanding in size to include more dudes
– Improved AI card cash in algorithm to include long term AI goals on the goal stack

Many Bug Fixes

Six Gun Saga Pre-Order extended

Friday, July 1st, 2011

Surprise! Well probably not a surprise for most of you. I’m going to extend the beta buy in a little while longer while I am working on 1.06. I’ve got one extra module that I am trying to implement which is an optional group of story cards that you can add to your game that brings a slight Weird West flavor to the play. The concept is not very original for me… in fact it’s just like Cults of the Wastelands for my Armageddon Empires game. Each Weird West story card (there are only 4) has an “independent” posse on it that must first be defeated by a player/AI posse before it can have its VP’s taken.

Story1Story2Story3

I know there has been a lot of discussion about gun battle resolution and some players would prefer a more interactive/reactive type of combat resolution. I’ve given it some thought and at this point I’m not really eager to start down that road. I am toying around with incorporating a system of cards that can be played to place combat modifiers on hole cards played to a posse. Right now I’m calling them Edges ala The Outlaw Josey Whales and a slew of other game systems. They would add mechanics modifiers like ensuring that both sides take some damage, or some damage is negated etc. If I get this implemented then it will be a ways off. I’d like to get some unique art for each of the Edges. So don’t anyone take this as a promise on the Edge system. If just thinking out loud here. 🙂

SGS Beta Update 1.05

Wednesday, June 22nd, 2011

OK. Here is Six Gun Saga Beta 1.05. You can either re-download again/uninstall the old one and then install the new one OR use SGS Update 1.05 ZIP if you have version 1.03 or greater already.

To install the zip file update simply overwrite the 3 files (AIScripts.cxt, MainIFace.cxt, GameEngine.cxt) and the GameData folder at Program Files\Cryptic Comet\SixGunSaga with the files in the zip. You should see Beta 1.05 as the version number in the bottom left corner of the main menu screen if the install was successful.

Also included are two new executables that will appear in the SixGunSaga folder and will allow you to 1) run the game fullscreen and 2) run the game at 800 by 600 for netbook type computers. You can make shortcuts by right clicking on the executable if you desire. I’ve decided not to clutter up everyone’s desktops with shortcuts created by the install program since I am anticipating that most will play windowed.

Here is a list of some of the major fixes.

Modified VP values for many of the outlaw dudes so that large outlaw posses must spend more time on story cards to complete them.

Fixed bug where tied hand after retreat to ambush location was not setting the retreating posse’s location to the retreat hex

Fixed bug with display of turn number if no turn limit was selected for game settings

Fixed bug with where elimination of all players except the human player did not trigger end of game screen

Fixed rare turn order problem with some upkeep costs for AI’s being counted double and forcing AI’s to fire dudes

Rules Implementation/Interpretation Change: If a card changes subtype and no longer can be legally owned by a player then it leaves play (fired). If it can no longer be in its posse legally then it is immediately transferred to the bunkhouse. If no room is available in the bunkhouse then the dude leaves play (fired)

AI initial base aggressiveness multiplier reduced

AI algorithms for choosing Action Card targets now more biased to pick cards in large posses

Implemented better sanity check on bad odds for AI’s targeting occupied story cards. Sanity checks suspended when loss of story card means loss of game to another player

AI’s evaluation algorithms for creating posses from dudes in hand/bunkhouse tweaked to avoid certain bottle neck situations that could stall out AI progress

1.04 Six Gun Saga Beta Update Available

Tuesday, May 31st, 2011

I’ve finished the latest round of bug fixes for the Six Gun Saga Beta. You can either re-download again/uninstall the old one and then install the new one OR use SGS Update 1.04 ZIP if you have version 1.03 already.

To install the zip file update simply overwrite the 3 files at Program Files\Cryptic Comet\SixGunSaga with the files in the zip. You should see Beta 1.04 as the version number in the bottom left corner of the main menu screen if the install was successful.

Here is a list of some of the major fixes.

– Fixed bug where townsfolk would cycle between posses and bunkhouse when the Sunday Church story card was no longer available
– Fixed bug with Poison The Water Hole not working both in picking target player and action execution
– Fixed bug where Cash Register special ability was not working for General Store deed
– Imposed Limit of 10 on the upkeep value of any dude so that icon image errors do not occur
– Imposed Limit of 10 on VP value of any dude so that icon image errors do not occur
– Imposed Limit of 20 on any dude’s gunfight value so that icon image errors do not occur
– Fixed missing 3 parameter bug that occurred in AI algorithm for deciding whether to fire dudes
– Fixed multiple bugs with elimination of AI players from the game causing graphical errors and turn processing errors
– Fixed Fort Defiance logistics special ability not working correctly
– Fixed bug in saving of sounds settings for music and button clicks when option screen is left
– Fixed bug where player setting an ambush on another players ambush did not immediately show up on the game board even though it had been successfully placed
– Fixed bug with They Froze Up Action Card

I’m going to continue to fix these types of issues and then start in on improving some of the AI weaknesses such as coping better with the killer stacks with high gunfights and toning down the AI aggressiveness and penchant for pursuing near hopeless battles. Thanks again to everyone who has sent bugs and save games in. I haven’t been able to respond to every email because of the large number that I’ve gotten over the weekend but I have been working my way through them all.

Beta Updated to 1.03

Saturday, May 28th, 2011

Thanks to everybody who has pre-ordered and a double thanks to all those who have reported bugs. If you do run across a bug please send me a save game if you can do that. The autosave.sav file is in My Documents/SixGunSagaGame/SaveGames

1.02 was out briefly but has now been super-ceded by 1.03. You should uninstall the lower version and then download and install the current install file from your download link. I apologize for the inconvenience (in the future I will try and offer small downloadable patches/updates) but the original install misplaced the location of one of the shortcuts and on reboots it offers the shortcut in its own folder. Uninstalling the game will remove this nuisance. Here is a brief summary of what 1.03 fixes.

Fixed error in Loves The Whiskey Action
Fixed error in how straight flush is identified
Fixed bug where player could buy ambush card even if he no longer had valid location targets
Fixed right click on main menu error
Fixed several AI bugs where loops were using wrong index
Fixed bug in discard deck reshuffle where same card was added more than once causing multiple draws of the same card

I’ve had some reports of Actions like “Retired” causing problems during targeting. I can’t reproduce it myself but if anybody can then please send me a save game.

Thanks for your support!

Back in the saddle

Friday, May 27th, 2011

So Six Gun Saga is nearing completion. It’s been a long and dusty trail. My intent is to do a pre-order/beta buy in type thing starting next week. You can basically buy the game and get download access to what is being called the 1.01 Beta. It’s very playable and content complete as far as the artwork goes. It’s been pretty bug free for me lately but with more monkeys pounding on it, I am hoping to find more things to fix. Once the game is declared released you can use the same serial key and download link to install the final product. That’s the plan. The price will be $11.99 for the pre-order and probably $14.99 for the final game.

What to expect? You can download the manual here in PDF format 1.86 MByte. It’s not the final version and has some typos but it’s pretty close. It will give you an idea whether you might be interested in taking a gamble without a demo. I’m not sure if there will be a demo on release. I’m planning on offering one but games can be over in as short as 10 turns. I’ll probably have to come up with something that is limited to 5 turns just so players can see how the mechanics work.

It’s single player only. It’s PC only. It runs windowed 1024 by 768. Same old dog, same old tricks. The game is not epic like AE and SI so be warned. It’s a palate cleanser. You do still need to read the manual. The idea was to create situations where you had to make tough choices and sometimes take a gamble. Games are short. You should be able to play the default setting game in 30 minutes. I’m hoping that it makes most people think.

I’d appreciate it if any early adopters would post in the forum for the game so I can fix any bugs and improve the AI. The AI was tough for this game. I think it’s decent at this point but I’m its father so take that for what its worth.

I’ve also made some price changes on my existing games. The website will be updated to show this next week but you can now purchase AE and SI for $24.99 each or both for $45.99. For SI if you purchase 4 or more in one order you will get $10 off each item so it comes out to $14.99 per item. If you have a group of people who want to play by email then this would be the way to go.

If you absolutely can’t wait for the website to get updated to pre-order you can pre-order/download the game here.

sgs