Hawk
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Posts
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Posts posted by Hawk
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Thank you!
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Maybe he didn't know the right question to ask
Indeed...
In fact, I was aiming for getting to know a little about your philosophy or vision behind creating the adjustable ruleset when you designed EoS. E.g. did you intend it as a tool for simply tweaking the game, or for creating entire new branches of the game?
When I look in the game manual at the rules section and on the official game page, I see a lot of focus regarding the 1900-2030 timeline. What about thinking outside the box? Can I make a battle set in the ancient time with my own unit graphics?
Stuff like that.
... and the things N3rull asked. E.g. not only unit stats, but behavioural patterns/options.
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...Probably the biggest change is the Unit Combat Simulator. You can have setup units to fight against each other and get combat results.
Looking forward to test this!
PS. Will you release some more information regarding the possibilities and limitations of the rule set editor, or must we wait until the release?
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...For pre-orders you save $10 over what the "download and mail" option will cost later ($55 plus S&H)...
Ah yes, good point.
BTW, I do not agree that it's pricey...Yes, well luckily we both live in free countries and are entiteled to our own opinions.
Anyway, I've allready ordered. I'll do my part in saving the American economy.
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Will this game be available as download only? Having to add 50% to the total cost due to enforced shipping (Europe) does make this a tad pricey.
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Since the cities are growing in population, many of the units won't get completed in exactly X turns - they'll get completed slightly faster, which means instead of getting a transport in 14.0 turns, you'll get it in 13.8 turns. Can you confirm if this is what happened?
I can't in retrospect say for sure that I didn't accidentially remove the boat from the queue, so it may well be what happened.
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I must admin that the new versions seem more stable. Haven't encountered any "Cannot save game" errors or CTDs.
I agree. However, I had one strange bug. I started a new game with one opponent, using the 1900- rule set. My first production was a transport. I received a "new-production" warning the turn before it was finished, but the transport never materialized in the city. I tried to recreate the error, but it didn't happen again.
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still would like the 'show all plots' key.
Yes, this would be a great help when plotting course.
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Seen that happen too. I have save game files if you want to look at it?
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... New rulesets might let you play EoS over and over again, with the feeling that you're playing a different game every time.
I have already started thinking on how to create a US Civil War version.
Sorry for diverging from the thread topic. I'll shut up now.
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Unfortunately, there's no way to do that.
Pseudo-code that could handle this:
Give order to a ship using one or more way-points.
Give order to other ships to go to one of the way-points of the first ship (would need to be able to see other movement paths).
Set a flag on the first ship to indicate auto-merge (which way-point in the order list and ID to joining ship(s)).
Whichever ship that reach the way-point first waits for the other(s).
Perform auto-merge and sail on using the path of the first (master) ship.
Yes, I'm bored at work.
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...or will be able to make your own ruleset....
And that, in my very personal opinion, will make this game a winner.
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There is a small indicator in the top-right corner, and if you mouse-over it you get a status window which says who has completed the orders, but that's all.
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I hope you will look into this, Brit. I loved playing gigantic battles in Empire, and the possible maximum size of the maps in EOS will probably put those to shame this, but having to wait up to 10 minutes for the AI would not be much fun.
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I stop just short of the beach, then give new order to beach the boat then disembark. That seems to work, so I think the problem occurs if the transport moves several turns before hitting the beach.
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Aww, I though you had updated the demo. Oh well...
The list looks great, by the way!
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Looks great! Will test it as soon as I get home from work.
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In my current game, the AI takes almost 5 minutes to plot orders at turn 234. 5 out of 8 AI players remaining. Bug reported.
Anyone else experiencing this?
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A list of cities would be very nice. Perhaps something like this:
Clicking on the city icon could jump to it on the map, while clicking elsewhere could open the production window.
And just for the record; I love this game! It's beyond everything I hoped for!
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Lucky torpedo spread hit?
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What (Empire) game are you referring to? :confused:
That may be close to heresy on these boards.
As we are not allowed to post links to comercial games here, I suggest you google "Empire: Wargame of the Century" for a reference.
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I guess this is a matter of taste/preferences. I found the pace to be just fine during startup.
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We're almost there, but it will be a couple of days for final testing and all.
Pfft! You're just spending time finetuning your skillz so you can pwn us later!
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Question, on random maps will there be wrapping east to west and/or north to south?
Yes. Brit said in the "Map sizes" thread:
'Wrapping is optional. You can specify "no wrap", "left-right wrap", "top-bottom wrap", or "left-right + top-bottom wrap".'
Suggestions
in Empires of Steel
Posted
Yes, I think the 1900-2030 set is quite good. However, having the option to create sets (including unit graphics) for different time periods would simply be outstanding!
I know there's no time to add that now, but for future reference, what format would user-created unit icons have to be in?