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N3rull

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Everything posted by N3rull

  1. IIRC the tutorial mentiones that lack of Oil hampers your mechanical units' movement. It's also in Game Manual -> Basic Game Concepts -> Resources -> Oil. Either way, once you know this, you'll know that a fat red field behind your resource counter means trouble. As for your suggestion of deleting orders that would not be handled due to lack of oil - it would make matters much worse. Think about it: 1. You see a red Oil counter. You go to open market, buy oil, voila. All your units can move again. If your suggestion passed, you'd have to reissue all orders again, because they would have been deleted as invalid as soon as the game noticed that you won't have enuff Oil. 2. You have 112 Oil and your indicator says that your dozens of units will consume 109.8 until next turn, so no red indication yet. You click next turn, but sadly, a group of your tanks was set on "Attack All Enemies" and entered a pursuit after an enemy unit that was passing by, using up 2.3 Oil. So, right before the turn ended, your Oil counter hit zero and stopped all your units in their tracks, delaying their movement by some minimal amount of time. On the next turn you notice the problem, buy the Oil and your units are on their way. If your suggestion passed, you'd have to reissue orders for dozens of units yet again. IT WOULD BE THE ULTIMATE, EPIC PAIN IN THE .... Seriously - just remember the simple rule of thumb "RESOURCE INDICATOR RED === NOT GOOD" and you'll be fine. PS. A COMPLEX game like EOS can NOT be made so that a player always has it printed in front of his eyes that something's going on. You'd have to close 100 pop-ups every turn.
  2. Uhhh... unless Brit messed something up in the patching process and it no longer works, planes could do patrolling without much problem. Select a plane, use CTRL+rightclick to give it a path for your patrol. Make sure it can get back to base after it finished all your orders. When you're done setting the path, click the Repeat Orders button above the main map area (the yellow "recycle"-like button). Your plane should repeat the route you've given it every turn thereafer. Be informed though that there's been some erratic behaviour here in the past. Sometimes the planes refused to repeat the orders (the repeat orders button was pressed on the next turn but the plane had no orders anymore). I don't know to what extend this had been fixed.
  3. Remember to SAVE YOUR GAME AFTER YOU GET THE VICTORY/DEFEAT SCREEN. If you do that, you will save a game replay. If you don't, you're not gonna be able to view the game at all, unless you reload a save game and bring that game to an end. (that's how it worked in the demo anyways)
  4. Money is automatically produced if the city is unoccupied at any given moment. For example, if you have 0.9 turns left for that shipyard and you will click battleship on the next turn, the city will automatically switch production to making money during the 'wasted' 0.1 of a turn. Clicking "money" in the production window only ensures that the city doesn't pop up as needing orders each turn. The city would be making money anyway. That's what it was in the demo anyway.
  5. When it's ready * * - © Blizzard Entertainment 1990-Soon ; All rights reserved. ;p
  6. N3rull

    AL tweaks

    - from EoS startup window
  7. N3rull

    AL tweaks

    How about this: If all cities on an island are controlled by one AI, this island is considered its territory. The island and the neighboring seas up to 30 (or so) units away from the island are considered restricted. Like this: Now: 1. All aircraft and ships (except EMPTY transports) already inside that are not allies to the owner are given 6 turns to leave, or else This means WAR!. 2. Only EMPTY transports may enter this territory. They may also create pick-up points (yellow circles) on that island. 3. All ground units are "frozen" (i.e. can't move - if they do, This means WAR!) with only one exception - they can be given an order to enter a transport. Once on the move to the transport, they cannot cancel this order. If that order is cancelled once the unit moves, for any reason This means WAR! 4. The moment a transports picks up all units that were going to board it (of course, unless it becomes full first), it is subject to the "6 turns to GTFO" rule. 5. Any unit that was not inside this territory and trespasses in is given 2 turns to leave, or This means WAR!. That parole lasts for full two turns (i.e. leaving on the first and reentering on the second means WAR! as well). 6. If a unit (except empty transports) enters the territory while another is on its 2-turn parole (already in effect, issued in one of two previous turns), the owner AI considers this an invasion - This means WAR! 7. Undiscovered "stealth" units are not noticed (i.e. subs that don't sail too close to destroyers/cruisers/cities with Radars & radar-invisible aircraft that don't enter a unit's view range etc.), but all normally visible units (everything else) are given paroles regardless of whether there is anything out there to notice them or not. ------------ PS. all this above can seem sophisticated, but in fact it can be contained in three one-sentence rules (for tutorial/general help purposes): I. It's our land now - leave as soon as possible. II. If you're not our ally, you're not welcome back. III. Do otherwise and This means WAR! And this is more or less how it would work.
  8. duh... when you're talking of time on an international forum, you ought to mention the time zone as well - most people won't bother to look up your location and quiz out your timezone. I'll do it for you though. The guy, as myself, are now @ GMT+1 (CET).
  9. N3rull

    AL tweaks

    Declaring War means all of the target's units will want to smash your face in as soon as they see you. Sneak attack means they'll be blind and deaf except those units that you specifically targetted for having their own faces smashed in. Those retaliate. On the next turn you're all in proper war. The biggest problem for the AI is, I think, the transports - transports take long to build, move slowly and die fast. The AI just can't figure the correct ratio of transports/units_waiting_for_transport and is caught with pants down when someone (e.g. another AI somewhere the player doesn't see) sends the poor lad's handful of loaded ships to the sea floor.
  10. sometimes the game does seem to freeze. My own remedy is the Windows key twice to bring up the Start menu and close it. The game always became responsive after that. Maybe the freezes are evolving
  11. I added a post about loading ships. I can expect myself to make another MSPaint abuse about it when I'm back home.
  12. N3rull

    AL tweaks

    I agree. I just don't know what AL is.
  13. <polite mode on> To load a transport out of a city, select the transport, right-click next to the shore (to create a yellow circle), then select a ground unit and right click the circle. <polite mode shell: critical error> <system overload. call 911>
  14. This is just sad. 1 - rich's thread about ships getting locked down is RIGHT BELOW YOUR POST. I will NOT believe you could not find it. 2 - The transport "HOW TO" sticky is right above your thread. I will not believe you could not find it either.
  15. Brit, would you mind hotfixing the airbase/airforce base thingy before the end of the week? It kinda cripples the airforce completely when you have to develop and build carriers solely to have these flying buckets of screws repaired...
  16. You misunderstood me. I see that artillery is very nice against BBs now. However, artillery - a land-bound unit that has to stick to roads or else it will move at a fifth of the BBs speed - is not a counter. It is a decent defense so that the BBs can't bombard the city for 10 turns, obliterate everything and sail away in peace as they could before. The arty will not, however, sail to the middle of the ocean to kill that BB fleet waiting to wipe an invasion force you might want to send. The arty will not kill those BBs half a screen away from the shore, waiting to make a one-turn raid on your coastal city as soon as any ship pops out of the shipyard. The first half of my text that you quoted was related to other potential anti-BB weapons - subs and tactical bombers - and neither work any better than they did before, or so it seems, which means they still suck. Well, that's news. Strat bombers were so weak that I've never used them since the fifth time I played the game. It's good you gave them a little... heat
  17. Yes, you have to run a new game.
  18. I ran a few combat simulator tests and it didn't really feel like anything's changed. Assuming all units' classes are on similiar tech levels, the simulator says that over 4000 calculations you are still much more likely to lose two or even three subs, or 5 tactical bombers, than have them kill one BB, which means there is still no cost-effective counter to BBs. The fact that artillery is better against ships is very good news though. It may not be particularly historically accurate, but there has to be at least one way to scare a BB away from your most precious cities, other than by bringing two BBs of your own! It is not a counter though - you can't kill a BB with arty unless it's commander is plain stupid ^^. I will have to play a few more longer games with the last update to check it all out, but I don't really have much time to fart recently, let alone do a 250 turn game a few times. I'll post my feedback as I have it. It is funny that you improved AA units, though. They were never bad... in fact, the few aircraft that I did send somewhere near enemy AA defenses usually went down. They were useless because Aircraft sucked in general, against everything - what use of making a specialized AA unit when any unit can defend itself against aircraft relatively well? It was (and still is, according to the simulator) a suicide to send top class strategic bombers against a city with two infantry units inside. Who ever needs SAM sites?
  19. I'm talking about those new airBASES, not the airFIELDS we've all seen a zillion times by now.
  20. One note: "X damage" units (I checked cruise missiles only as of yet) seem to be broken after the patch. (well, not really broken, just their effectiveness nerfed by 50%) E.g. Cruise missiles used to be the only somewhat effective counter to battleships, excluding the obvious one - more battleships. You could send two and if your guess was right and the missiles found their target, they could effectively eliminate a careless BB. Right now it takes four cruise missiles, which makes it hardly worth the hassle - you have to send double the previous amount of missiles (4 cruise missiles ~ 2/3 of a BB) for certain death, not being sure if the target doesn't move an inch and all your missiles don't just run out of fuel without hitting anything. Needless to say that if one is shot down and the ship returns home with 2 hit points... you've just wasted quite a lot of money. In general, please consider giving the official 1900-2030 ruleset a final balancing touch in one of the upcoming patches, that would address the issues: - weak aircraft => useless anti-air units - dominating BBs (dominating everything - seas, air and anything that happens to be in range on the ground, which includes most cities on Demomap and all random maps except the Large Continents ones) - cost-ineffective subs - accidentally (?) nerfed missiles, possibly along with all fixed-damage units (didn't check nukes et al). ... of course, those are issues in my opinion, any or all may not agree.
  21. two units for a class1 transport, three for the rest. It is all neatly noted in the unit stats. There is a phrase somewhere right above the attritions table that says "number of units I can contain: <number>" and that number is what you're looking for. edit. I guess I'm addicted to MS paint, lol
  22. 1. Of course I was responding to the sentence I had quoted just above. 2. No, if you're clever enough to stick transports between your other ships, they deserve to go down. Send a cruiser ahead, scout and clear the way. That's what I think anyway.
  23. edit. A tiny bug - Airbases don't seem to be buildable? They exist, according to the Help book, and have no prereqs, but are not buildable. Another awesome upgrade. EoS is getting more powerful every day ;D. GJ! Edit. The Large Continents are very nice. Thanks a lot for this. It was really a dreadful thought that battleships would be the winning thing on all random maps... This update is a huge leap forward I say. Except for more Ruleset Editor capabilities (which are all welcome) I can't think of any other mechanic improvement right now. There are only some Ruleset tweaks that could help a lot (buff aircraft, buff subs, differentiate the research trees a bit... stuff like that), but that's of lesser inportance. I'm very happy with the combat tweaks... I was tired of sweating like a horse every time I sent a Cruiser against a destroyer, a tank against a militia and the like. edit edit - altogether, you deserve a hug, Brit ;D
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