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StellarRat

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Everything posted by StellarRat

  1. I think the attack radius is a setting in the unit file. If you change it to AT TARGET I don't think they'll divert. I could be wrong though.
  2. I'd also like to add that if players lose connection during the calculation phase of a multiplayer game there is no way to recover. You can reload the save, but you'll end up with a hung game.
  3. Hey Brit since you are on the subject...how come paratroopers can be built before you have the transport plane tech? Seems backwards to my friend and I.
  4. Don't know. I'm sure Brit will address the issue now that it's been brought up. Could it be the AI just doesn't build many planes, so it doesn't bomb much? It likes to build ground and ships a lot. I wish it would be smarter about guarding its transports.
  5. The AI usually bombs the crap out of me once it reaches a certain strength. Maybe You guys have it on the run from the start of the game. Have you tried playing on veteran level with at least three AI opponents?
  6. I added a couple, but I don't have the tools to draw the new images so I just copied one of yours.
  7. Is there a cap on how much experience a unit can accumulate? When do think you will get around to changing the code so the AI will no longer be able to see enemy invisible uni ts like subs. Also, is there an easy way to merge rulesets? When you add a new parameter or change some unit stats it takes me hours to redo my custom rules.
  8. Maybe the new drivers broke the game. Did this happen prior to two weeks ago?
  9. Sounds like a graphics or sound driver problem to me.
  10. You must have done a good job adhering to the Windows standards and such. WINE is a sort Windows/DOS compatibility layer that runs on Linux. A lot of games don't run under Wine, but yours worked right off the bat.
  11. I'm running the EOS demo on Ubuntu 10.4 under Wine on my ASUS 901 netbook. Thought you might like to know. I've done the automatic update successfully and have played quite a few turns now. Looks good, a bit slow, but completely playable. I'm sure it would run much faster on "real" computer. I also started up the paid version and it seemed to run.
  12. I'd much prefer you add positional tactics to the game then have a unit learn advanced tactics. I'm saying giving units an attack advantage if they hit someone from three sides at once that type of thing. Or units taking damage every turn they are surrounded because they are cut off.
  13. My friend and I have had several instances where one of us got a completely black map and could not start the game. I think the client machine has always been the one with the problem. After we generate a new map the problem goes away and everything seems to work. Its almost like the host isn't transmitting the map every time. Because the game starts on the client and you don't see the receiving update from server message just darkness. This was a problem before the last few updates and seems to be continuing. It would useful to have logs of start up process on server and clients so we can see the last successful step in the startup.
  14. Since you are creating these new very difficult terrain types is there any chance you can add a road building capability to a unit? aka engineers.....
  15. Great. I just wanted to make sure it was on the list somewhere. Thanks!
  16. Brit: are you going to take a look at the second issue on my list? Where units that should be invisible are fired on by the AI?
  17. No. Doesn't seem to work against the AI. That's the bug I was describing. Against humans I believe you could still attack them if you ran over them or they attack you (obviously). That was my original intent.
  18. I'm all for changes that improve rea1lism, but don't add overhead for the player. That's why I was advocating for auto retreat when a ground unit is badly hurt in combat. Facing is another good idea that would make multiple unit attacks more useful since one unit could make a flanking attack.
  19. I was a little surprised when Brit said that grouping units gave no advantage in combat. If we could do that we could build our own combined units to solve some of these issues.
  20. Yes, a pure tank unit would have a hard time against dug infantry, but my impression is that a tank UNIT is not just tanks. It's an armored unit with mobile infantry included, I think Brit can answer that. A truly modern armored unit also has artillery and helicopters integrated in. WW I tanks were only proof against small caliber fire and could be stopped by any kind of artillery. Most were stopped by breakdowns and getting stuck.
  21. You do realize that tanks were originally designed with the express purpose of killing entrenched infantry right? Remember WW I, trenches everywhere, etc... infantry in open ground is hopeless against tanks. In the other terrain types you listed I could probably agree with your numbers.
  22. Had the AI declared war on you when it was waffling? I've noticed that sometimes it looks like its going to make a sneak attack then reconsiders. I was thinking it evaluates your total strength before deciding to attack not just the local strength where the transports are heading.
  23. I think they turn back sometimes when the computer realizes you are stronger than it thought. Also the AI needs to learn to escort its transports.
  24. I found some issues and the corrected them. Here is the latest. Note: There is a problem with the AI being able to see Special Forces units from too far away. It's not something I can fix. I have reported to Brit, so it might be fixed in the future. StellarRat 1900-2030 v5.(local).20100615-222032.zip
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