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Hawk

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Posts posted by Hawk

  1. 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?

  2. 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. :D E.g. not only unit stats, but behavioural patterns/options.

  3. ...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?

  4. ...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. :D

  5. 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. :)

  6. 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.

  7. 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. ;)

  8. A list of cities would be very nice. Perhaps something like this:

    eos_citylist.png

    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! :D

  9. 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".'

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