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EoS

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About EoS

  • Birthday 11/04/1970

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    Dresden

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  1. Bugs: 6. If the transport is in group, the unload from him is unpossible. 7. Group with ship can not attack.
  2. I have such save. Battleship dies after comes on Italian fish in last turn. Save You can see too how passive is AI. "BugReport" at the empiresofsteel.com. where is this, I have not found.
  3. unelegancy - Fertilizer Factory too long Info about bug report n.3 "Aircraft crash" Image Save Suggestions: 12. In the National Summary - Unit list remove non used (only column dead is >0) units to bottom (like technologies list). Select units and show their on minimap by click in row.
  4. Bugs in 0.97.8806: 1. ETA for sea groups is in 3 times more than really. 2. Spy sees a submarine at resources. 3. Aircraft crash by landing on a carrier with "out fuel" message even if range of flight is not exceeded. 4. Barracks reduce food consumption always, not irrespective of a unit is inside a city or not. 5. UAV tactic bomber need food (all other UAVs not). Suggestions: 1. To exclude from the "Need Additional Orders" list units which have an order (fight, load, unload, build airbase etc.) after movement end. 2. - To hide contents of "Sightings", "Combat Reports" and another lists on a first tab in link panel by click on a header. Bold header or dark grau background if contents of a list hide. - Filter by countries and unit type (ships, aircraft, land units) for the lists. 3. All buttons on second tab in left panel should have hot key. 4. World "Message" (over the link panel) is bold only if you have message on current turn. 5. The order for the ship "to pursue" (for follow the submarines in a peace time). 6. Zones control. Now it is possible to build airbase on island occupied with the opponent without declaration of war. 7. Partially or completely (dependence from tech?) to hide units on transport. 8. Carrier: - Co-ordinates of the aircraft concerning a carrier. It will be possible to set patrol order for aicraft based on a carrier. - Warning if on a carrier not more place. Or better, to forbid aircraft moving on a carrier if there not more places. - Do not show the pop-up menu by moving aircraft on a carrier if in group only one carrier (all ships from group are now shown in pop-up). If carriers in group more than 1 then to show only carriers in pop-up. 9. Scroll map with down right mouse button. 10. Timer increases with number of groups and cities. 11. Reduce iron on map.
  5. Unfortunately, exceptions still happen and EoS shut down without any info. Without knowing the reason it is difficult to debug the program. Therefore it would be good to handle exceptions with try-catch construction and to show to us dialog for sending StackTrace with our notes.
  6. Ah, you mean that transport not always approaches to the coast. I don't know, I will check up it in the evening. I usually do unloading "on fly".
  7. I consider correct that a battleship has the long rank of attack and easily destroys land units. Battleships are very expensive also their building occupies a lot of time. Maintain of a battleship is 3 food and 3 oil. Two submarines have chance >50 % to cope with a battleship, cost as much and can be built in 2 cities in 2 times faster. I would reduce AA attack of battleships so that carriers were really kings of the seas and protection of coastal zones could be assigned to aircraft. Now the carrier with 3-4 tactic bomber is weaker as a battleship though a battleship and a carrier cost equally. As a whole it seems to me that the aircraft is weak. Especially against artillery. There is not present flak in ruleset 1940 and power of artillery against aircraft is OK (artillery meet flak's engagements) but in ruleset with a flak, artillery and especially rocket artillery should be favourite dainties for aircraft. The infantry is OK against aircraft because the infantry is universal protective unit. Tanks attacking unit, it should be more vulnerable from aircraft fire. But not so strong as artillery. AI does not use absolutely aircraft, though...
  8. In single game AI never declared war to me since the first update. However in MP game AI does it. Possibly he feels that alone he don't manage with me and waits for the strong ally :-)
  9. I had at first too problems with load/unload of troops. But then when I have understood how this is working I had no problems more. It really is very easy. I often give orders on moving and capture at once several islands and it always work. I think it is necessary to include in the manual and the tutorial a lesson "How load and unload troops from transport". It will solve many questions.
  10. Great! Is save compatible with the previous version? I have one not finished MP game and would like it to finish. "Food Multiplier" technologies is better to enter simultaneously with population growth.
  11. Good news! Is it again the weekend update? Are you going to implement the desert of a army, if there is not enough food?
  12. I had in view of not a total blackout of a radar but only decrease their possibilities. In stealth era they become useless in struggle against planes. It means that for the most players which will play only a single game, the diplomacy will be absent. I have an idea how should work diplomacy for AI. This model is enough simple and logical, so each beginner will master it intuitively. To continue?
  13. Anything what you like, only please not workers which make irrigation. The number of groups should remain minimum. The best variant is a late science giving a building "Food storage".
  14. And how it will be realised without property "stealth"? I am anxious about a weak diplomacy model in the game. Any ideas?
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