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Brit

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About Brit

  • Birthday 03/13/1974

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  • Website URL
    http://www.empiresofsteel.com

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  • Location
    Denver
  • Occupation
    Empires of Steel Developer

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  1. Thanks, glad you're liking the game!
  2. Cool. Glad it's working for you. I thought there might be a bug when I read your first post.
  3. Hi Hairog. That was something that was originally in the design, but never ended up getting implemented.
  4. Sorry you haven't gotten more of a response. It's been kind of quiet on the forums, but maybe some people people check the forums occasionally, so hopefully you'll get more responses in the near future.
  5. This is a good place to start. I'd generally avoid posting your email in the forums, since bots might read it and collect your email address for spamming. But, if people respond to your message in the forums, you can private message them and send your email address (which will keep it out of sight from spam bots).
  6. Okay, you have the *.game file. Did you save the *.pbem_tracker file or *.event files? (You probably won't have any event files for the game.) The tracker and event files are stored in the PBEM directory. If you don't have them, there are ways to recreate them, but I'll have to do it for you. Email me the name of the game and your player number.
  7. You'll need to choose "new game" and then in the game setup window, change "generate random map" to "load scenario".
  8. Also, if you open the project inside Visual Studio, the files are organized by category. If you don't have Visual Studio, though, it's going to be especially confusing to look at the files individually.
  9. BTW, there's a certain amount of documentation in the google.code wiki, but it's not down to the individual file level or a mid-level summary of the AI. http://code.google.com/p/eosai/wiki/Main
  10. Hi Hans. Tonight, I tracked down the reason why new PBEM games couldn't be started and fixed it. Let me know if you run into any other problems.
  11. I just wanted to post an update to this. Recently, my webhost moved me to a new server and (unbeknownst to me) it had the side-effect of breaking my gmail access to the bugreport emails. This means I haven't seen any of the bug reports sent in the last few weeks. I've fixed the problem now. I'll respond tonight to all the emails.
  12. Has been pushed to an open source project using Mercurial source control: http://code.google.com/p/eosai/ The AI has been split off into a separate dll. The code is there for educational purposes (if you want to see how an AI works), for the possibility of having a modifiable version of the AI for EOS, and for potential use in third-party games. Splitting the code out of the executable caused some things to break, so it's not fully functional right now. The current version of EOS.exe does not use the dll, which means you can't currently modify the AI and get it working inside your EOS game. You should be able to download the code, but not be able to upload changes to the repository. If you can upload changes, let me know. If the code won't compile, it means I missed something. Again, let me know. And let me know if there's much interest in this and I'll devote more attention to it (including getting it working with EOS).
  13. Yes, I still check the forums and respond to bug report messages sent via the game's bug report tool. If you have bugs, I'll either fix them in the saved-game file or will create a fix and push out a new version.
  14. That's right - only units that self-destruct can have a blast radius.
  15. Yes, the speed is being used in the interception calculation. I don't think there are any issues with setting the speed higher than the range. It just means that the aircraft will return to base earlier in the turn.
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