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rich12545

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Everything posted by rich12545

  1. It works but has a tendency to move the focus left and/or right instead of staying in place.
  2. Also having problems loading/unloading infantry from land to and from a transport.
  3. I'm playing the 1940 ruleset. Trying to get the fighter to move to a city that is well within the limit. It's even inside the white circle. It goes most of the way and then returns to the original city.
  4. That looks nice. Were you planning to make resources optional in a future update?
  5. I think what you're referring to is a discounted number of turns after the first. So if you switched you were on the first again. Not a bad idea for an option.
  6. This is something that imo could be handled in a ruleset. You can make shorter build times, more hit points or whatever. It would be easy to mod and each person could set it to his own tastes.
  7. I'm wondering how the AI chooses what unit to produce. Is it through a queue and it goes with whatever is next? Or does it have a way to somewhat determine what unit would help its current situation? Does it plan unit production strategically for the future? I would think this kind of AI "thinking" would be difficult to program.
  8. One thing you might consider is simply reducing the size of the units (not the cities). Maybe by 25% give or take.
  9. Even without resources et al, this game has a lot of features that the current empire deluxe doesn't. Wego is a very important one. Units to match different eras is another. The graphics is another. Before the demo they looked kind of cartoonish. But now I really like them. But the potential to make historical battles with "simple but somewhat accurate" units is just great. Anything from the battle of the bulge to coral sea to virtually anything throughout the last 100 years. Along with "what ifs."
  10. That isn't the whole picture. Attrition takes into account the unit's cost as well. Brit wrote a great explanation in another thread.
  11. The original empire didn't but every empire deluxe did. I prefer an empire game where I don't need to think about all that extra stuff. Empire deluxe is, after all, an abstract wargame. It's not meant to be all that realistic. If I want to play a game and think about realism instead of just concentrating on strategy I'll play sc2 or toaw or civilization or whatever. That's what's nice about having options. Everybody can play the game the way he wants. Plus there's operational level scenarios. Resources, trade, diplomacy, research have no place there so a mechanism to turn those off is really needed.
  12. In past Empire Deluxe games huge forces were curbed by a drain. You needed a certain number of cities per unit. If you started getting too many units then your production slowed way down. Fortunately in the latest Empire Deluxe Enhanced the drain is an option and I have it turned off.
  13. Ok, then patrols are already in the game. Not something I use very often but can be helpful. I think I misunderstood what Brit said.
  14. Well, you don't normally send units way across the map. What it does is allow for more islands and cities and a longer game. And with wrapping it doesn't get out of hand. Also, typically you play against more computer opponents. On the 130x130 game I'm in now there are three.
  15. Brit, patrols mean you can pick two or more waypoints for the unit and it will automatically cycle through them without pressing a repeat button. It will continue doing that indefinitely until the orders are changed.
  16. Ok. In ED a destroyer travels 3 squares per turn. That means the diagonal would be 135 squares and dimensions would be about 80x60. Assuming I did that right then the maximum map is actually pretty small. The game I'm playing now in EDEE is about 130x130 and that's considered a moderate size. Many of the games I've played in the past have been in the 2-300 square size. Some players play even bigger sizes. On the other hand maybe I didn't figure this correctly.
  17. I think this game has the potential, in addition to random maps, to design virtually any operational or strategic battle of the last hundred years. That's something that's maybe more exciting than the random maps. What's lacking for this to happen is reinforcements. So I suggest this for the editor. Be able to setup an area, which units, which turn (with a percentage it will actually happen). The potential for historical battles is huge.
  18. Sorry but this isn't true at all. Empire/Empire Deluxe has been going strong for more than 20 years and is where this game came from and they never had resources. One of its strengths has always been simplicity. I'm not saying resources are bad. They're just not for everyone. If you want to leave them in, you can. Same with diplomacy and trading. If I want to leave them out, I should be able to. It would take a simple check mark and should be easy to code.
  19. This is one reason I'd like to see resources an option. That way, those of us who would like to play without it (and without diplomacy etc) can do so.
  20. It worked for a few days. Then I started the game and it froze on the main menu. The next morning I started the game and it froze on the initial small window. I've already uninstalled and will reinstall tomorrow. Then we'll see how it goes.
  21. Brit, I can't report the bug in the game because it freezes as soon open it. So I guess this thread is it. I don't believe there's a file I could send you. The freeze occurs before I can open the save.
  22. Last night fired it up and it froze on the main page. Had to unplug the computer. Fired it up and it froze on that little initial window. I'm going to try and uninstall/reinstall. In the meantime, is there anything I can do to help get a bug report to you?
  23. I guess I'm trying to figure out how the map size compares to a traditional ED map size. Can you please tell how many pixels (or whatever they're called) make up each square? Or if you don't compute by squares, how many make up the area that a city is?
  24. Another idea is an option to have more starting cities. Different for each player.
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