Jump to content

rich12545

Members
  • Posts

    756
  • Joined

  • Last visited

Everything posted by rich12545

  1. Nope. Just tried it again with the stock 1940 ruleset and had the same result.
  2. I got it narrowed down to this. I modified a ruleset and wanted to test it. When it got to turn 2 a window popped up saying problem with eos.exe.
  3. What seems to happen with ai expansion is it expands fairly well until it meets opposition. Then it tends to turtle and, for the most part, play defense. This is something I've reported and should be addressed as time permits. Keep in mind the demo only touches the surface. In the real game, you can modify the ruleset and play with different setup options. I especially like a larger map with larger islands, 3-4 start cities randomly placed, 3-4 ai players, no resources, and everybody starting at war with each other on a modified 1940 ruleset.
  4. Yeah I suggested that when a unit goes to 50% hit points it loses a third movement and attack value. This isn't entirely my idea as it comes directly from ED. I think EoS is far better than ED but can benefit from some of the features that ED has so I've been suggesting them. Some have been implemented and some are still on the list.
  5. What I do is try to figure a way to get rid of the logo and go directly to the game when it loads. Sometimes it can be done through the shortcut, sometimes I can just delete the movie from my hard drive. Whatever. If I can't get rid of it, I get irritated every time the game loads.
  6. Giving engineer units the ability to build roads would be pretty easy imo. Getting the ai to do it intelligently would be very difficult.
  7. They make good cheap defensive units.
  8. Hi, I don't know if you've yet addressed production choices but I thought I'd give input. I played a game, 3000x2400, 3 ai players, no resources, all at war, 3 starting cities random, modified 1940 ruleset (basically all I did was take out the BO and building and tweak values. Much fun until I noticed all those BBs and not much else in the way of warships. Stopped the game at turn 103 and looked. Each ai player had several BBs. Total one CR and one SS between them. No DD or AC even in production. Also noticed very few if any IN.
  9. The only thing is the ai doesn't use escorts. So you might want to increase production time and defense/attack values on transports to simulate them for solo play. Unless you made it for h2h play only.
  10. It works differently each way. If a BB has attack of 10 against a CR of 5 you have 2-1 odds of hitting. But it can be different the other way. The CR can have 7.5 attack against 5 BB defense for 3-2 odds of hitting. If attack and defense values are the same then it's 1-1.
  11. For your hit percentage, that's in the attack and defense values. Make the defense value double the attack value for 50%. You can choose different attack values for each class of unit. If you want to break it down in more detail you can make more classes. For example, instead of "ships" you can add destroyer, cruiser, etc. I believe they will continue combat until one is dead. That's what I've seen, never seen where they can walk away. It's really so much damage per hit. Has nothing to do with per turn. I can understand your problem. Probably the biggest weakness is the lack of a comprehensive manual especially for the ruleset editor.
  12. One way to do that is the scenario designer can place objectives on the map. These can be seen or hidden and can be weighted numerically. So attacking units will have a percentage chance of going after the highest objective. This is really good also in meeting engagement scenarios where the SD can place maybe 3-4 different weighted objectives on the map usually somewhere in the middle. All kinds of stuff you can do with this.
  13. To counter that, some of the modern subs are very quiet, especially at low speeds. You guys have good ides. And, if you want, you can make your own rulesets to play them.
  14. Just started a new game and noticed that. It works great and is very cool. Thanks for adding it and some of my other suggestions.
  15. It has been discussed that the ai doesn't use its air units well. I assume this is on Brit's list and will be looked at.
  16. It seems to me that if aircraft really does function that well from carriers, like from a city, then perhaps you could introduce logic that would get them moving similar to other warships, shouldn't be too difficult since that logic is already in place. That would suffice for now so at least carriers will be able to be used ok by the ai. What do you think about that?
  17. Not as bad as I thought. Will the ai use carrier based aircraft to launch a bomber strike as if they were in a city? Will it dispatch fighters to defend against bomber attack as a city would?
  18. Hi Brit, it looks like this might be a while. In the meantime, would you mind explaining how the ai handles carriers now?
  19. That's very cool. And I like the auto naming feature.
  20. Hello, I tried logging in to the repository with my original password and it didn't work. What do I need to do?
  21. 1. You said the ai doesn't use these well. I'm wondering if they use them at all? Or how well? What do they do with them if they produce one? Do you have a time frame on when you'll be able to get them working properly? 2. Same questions on paratroops. 3. Are you considering adding an option for all sides to start at war with each other? If so, do you have a time frame for this? Sorry to be redundant but these are important to me to really get into the game. Especially 1 and 3. Thanks.
  22. I just did a google search for Empire game. EoS didn't come up, it might help if it did.
  23. No I disagree. That's what the editor is for. Let your imagination roam and play the game any way you want.
  24. Yep. When they hit 50% of hit points. Rounded down. What do you think?
×
×
  • Create New...