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Strider

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Everything posted by Strider

  1. Yeah, but it seems to me that what tornado is seeing has just started to occur recently. I too, am seeing an unexplained number of cards being drawn by the computer opponent...
  2. It's a nice campaign. I have a positive opinion since I was able to win my first Can't say the same for the other campaigns (that is, winning on my first try). This is an intense campaign, and some interesting AI strategy is involved...
  3. It also happens when playing 'online'. I've been trying to watch when I right-click to bring up my leaders cards
  4. I've had it happen quite often when I right-click on my pilot to see his cards (local games). I've found that if I hit the time bars and pause, then unpause, it allows me to click on my card(s). When it unpauses, for me, there is a quick refresh of the screen.
  5. I agree that it should not be an easy card to obtain, other than it's 'normal' appearence in the game.
  6. These updates...do they only affect online play, or are they also applied to the local settings for offline play?
  7. Even for low level wingman, I've found it 'odd' that when a wingman is attacked, he as often as not, draws attack cards. Are there any major factors that would make wingman drawing 'only' defense card(s) when attacked? Would this also help resolve the higher level wingmen's defense chance with the cards they do get?
  8. Clarification: I was talking about doing this vs the AI. But kuroi neko's idea concerning human players would be nice also. Especially as the player base grows and a large number of different level pilots are developed.
  9. Are we suppose to be able to see the rosters? I can get to each roster page, but I don't see any players listed yet...
  10. How about an option to choose your opponent type? Create a 'list' of pilots that players can manually choose to fight against. There could be a 'summary' list showing pilot, plane type, and possible expirence points to be gained from fighting him. Then there could be a 'detailed' info box by clicking on the opponent to show all their 'possible' abilities. This list could be a single list and if a player chooses to fight a 'lesser' opponent, then he would receive none or next to no expirence points. The player would choose which of his wing(s) he wants to play and then choose his opponent(s) from the list. Also, leave in the default designer's assignment of opponent(s). Just a general thought...
  11. On "showing" cards... When going against bombers and when the AI is playing one wing of a 2vs2 (local), you don't see the 'response' cards played. I really miss knowing what is being played.
  12. Was playing as the Allies on the Singapore campaign. On Day 2. The last turn. No one had any turns left to process. I had a Wingman who took over as Lead when the Leader was shot down earlier. This wingman attacked the last bomber that was left, and got shot down himself. The animation of him being shot down was playing and I clicked on the bomber (to check his bomb points) and the following error box popped up. Error Occurred In: DiFOGameClient Description: Object reference not set to an instance of an object. Trace Info: at bartbert.games.difo.client.forms.MainForm.CommandPlayCard(String CommandXml) After clicking the OK button it took me to the debreifing screen and as far as I could tell, everything was normal.
  13. Game arrived on the West coast today
  14. A new type of 'lag'. I had successfully played a maneuver card against the enemy leader with my leader. I right-clicked to open my leader's cards (I don't know why), and attempted to choose another maneuver card to play. Nothing would happen, but the timer kept going down. I even clicked inside the cards-in-hand-window (not really expecting anything to happen). I closed the window, and tried to play a card to no success. Reopened and still no. I waited for the timer to get to the last bar and clicked, and it seemed to work (or did it automacticly decide for me?). This was on a local game. Also, I had more occurances of the wingman running out the timer. It didn't matter what aspect my leader and the enemy leader was in, wheather any damage had been done to either, nor what the last card played was. I can't find any sequence to reproduce the problem 'on-demand'.
  15. I've downloaded the gold demo, after uninstalling the beta demo, and deleteing the dir, I've installed it. The second 'local' game I played I experienced the same problem I had with the beta demo, and possibibly online. At times, when I choose the enemy leader as a target for my wingman, the target icon turns red, but the game seems to keep waiting until the timer runs out. Sometimes when the timer runs out, the enemy leader is the target, and sometimes it changes my target to the enemy wingman. I've always been able to click on the enemy wingman and get the expected instant reaction. In at least one 2vs2 online game, this same type of thing happend and caused problems with one of the players. Once we communicated via email to each other, he seemed to calm down. He thought I was deliberately running out the timer. I had uninstalled the beta demo completely and reinstalled it twice. I thought maybe it was just some gremlin with my system, but now that I've installed the gold demo and it continues to happen I'm not so sure. I'm running XP pro with SP2. Intel m/b 2.4 P4, 1 gig RAM, Radeon 9600 128 meg RAM. Has anyone else had this problem?
  16. Strider

    Bombers

    Just played the Dunkirk campaign from the German side for the first time. Bombers: So the human player does not get to play the bomber's cards at all? Also, while watching, I didn't get to see what was played in reaction to my bomber's attacks, nor my bomber's reactions to their attacks. I never did see any bomber's cards...just saw the attempted attack stats for both sides in the first window.
  17. Got ya...thanks. I was having a hard time trying to figure out all the varibles that would have to be considered to make such a 'move' work, so I do understand your explanation. The way it works now, I've just been looking at it that until the end of the turns, there is no break-off oppertunity. I have found myself with a level between my damaged plane(s), once vs a human, and at least twice vs AI. I'm sure I had cards 'showing' in my hand and farily certain we were both damaged, and my opponent didn't have much in the way of attack cards, or they would not have let me get there
  18. Maybe "resonable" was the wrong word, and it should have just been "different"... An example is that if I see I'm toward the end of turns, and I'm damaged, then I will discard attack cards (if possible) on the chance of obtaining defense cards 'just to survive', and attempt to get altitudes between me and my opponent (if possible). If I get damaged right at the beginning of turns, I attempt to get attack cards for a chance to turn things around. If I didn't know I only had 1 or 2 turns left, in such a situation, I think I may very well remain agressive instead of the defensive mentality.
  19. Another 'curiosity' factor Why is there no way to break-off from a fighter vs fighter encounter? I'm not advocating making such a move easy, due to the possiblity of abuse(?). ...just throwing out ideas. But something like, if you were two heights difference, at some point in turns, an option button (such as the wingman's Take The Lead ability), appearing. The option would appear at any point you were two height different, no matter what turn phase you were in. If your two height difference put you at Very Low or Very High, then a Vertical Roll manuver would be neccesary, or it would be necessary no matter which height. I would advocate some type of penalty for breaking-off. Maybe receive the experience points earned, but not have them to 'spend', or even deduct experience points (reduction having nothing to do with 'earned' points), or...someone else have thoughts on this?
  20. I remember seeing this mentioned in another thread, but I don't remember a response. Is there any special reason for 'set' turns? I see in the Dunkirk Campagin that some turns are less than six. It just seems that "knowing" the last turn, affects what you do prior to it, when maybe if you didn't know how many turns were left, you'd react more 'reasonable'(?). Would it be possible to add varible turns, and still use the same Turn Indicator, but if more than 6 turns, then 'slide' the turn numbers to the left? I can understand there would be instances where turns should be set, so this would be an option.
  21. Just curious...are there more Skills in the retail release then what we see listed in the Demo? I see from the Aircraft Listings that you must gain hundreds of experience points to fly the better ones, but the Skills cost in the Demo are only 125 and 130 max...hmmm...that brings up the question of is there anything else experience points are spent on?
  22. I can 'see' what's happening, and I think I sort of understand the results. It's just that when I shoot down both bad guys and both of my pilots are still kicking, but I see "minor" victory, and in a different game, none of us get shot down, but I receive a "substantial" victory, that gives me pause The later : Green Brits (5-4) went against very experienced Germans (7-5). Each Brit got 1 damage on the Germans (7-5), and only the German leader got 1 damage on the Brits (5). There's an 'other' points factor...Brits (5-5), Germans (4-4). I'm just curious about the thinking behind how the points/victory are determined, and what factor(s) make up the "other" for points earned?
  23. Different 1.) Multiplayer that allows more than 1 vs 1. 2.) More control over airstrikes. i.e. similar to arty FO choosing an area. 3.) In addition to purchase-by-points, have option of 'assigning' the full Battalion/Company/Platoon group(s) to a battle. And a setting to allow/disallow changing out individual unit 'adjustments'. Add or remove specific 'individual' unit, and/or change 'abilities'. 4.) Formation Keeping. When you place units in certain positions relative to each other, there is a command that they maintain this as best they can for manuvering. 5.) Player(s) set the number of puchase points. Wouldn't Like Changed: 1.) The way the turns are processed. I like giving the commands then letting the TacAI do it's thing. 2.) Don't care one way or other about role-playing-campaign. Not against it nor for it. 3.) I don't have a problem with the way ammo is expended. 4.) Variable turn numbers. 5.) The excellant quailty that has gone into these first 3 games
  24. Thanks for your patience. Now I see that if I'd just paid better attention, that you'd already answered that in your previous post of this thread. At least I have the excuse of old age
  25. Ahhh...that's the type of thing I was wondering. If a card is drawn and used, does it go to a 'discard' area until the deck is used, or does it immediately go back into the deck? Or are drawn cards, used or not, immediately replaced in the deck?
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