Jump to content

StellarRat

Members
  • Posts

    864
  • Joined

  • Last visited

Everything posted by StellarRat

  1. Thanks for fixing the radar. Why would the AI be programmed to attack units that aren't visible? It would be cheating then right? Shouldn't a group attack be more dangerous then one on one assuming all other things are equal? Since the units fight to the death in most cases having a numerical advantage should confer an better chance win. At least that's what they taught us in ROTC.
  2. "unrequested satellite launches" are part of the game. You've seen Goldeneye haven't you? ;-)
  3. BUG: The airfield radar does not have a radar circle. I added one in the unit editor for fun. Made it just like the city radar. 150 for radar visible and 40 for subs. Seems to fix the problem. POSSIBLE BUG: How does the viewing range vs. firing range work for units? I have a special forces unit that has the global sighting range set to 0.0 (just like a sub) for some reason they are found and fired on by artillery and missile units even though I'm pretty sure they are not within viewing range. I made sure that they were not radar visible and set the view range for their tag to 0.0 on cities, radar stations and anything else I could find that didn't have a default view of 0.0. Didn't seem to make any difference. SUGGESTION: It would cut down on the management of patrol units if they returned to their old patrol routes after they sat at a base or airfield to repair. Also, if there was an order/button that made unit just sit at the base and repair automatically whenever they were damaged on patrol then continue their old patrol routes when repairs are complete that would save me a lot of clicking. QUESTION: Is there any combat advantage to grouping your units together when you attack? Or does the computer just treat the stack like a bunch of individual unit attacks and defenses? Seems to me that a group should at least get to make all their attacks each round before the defender gets to counterattack again.
  4. Well, I think the software is plenty good to support more growth. One thing you might consider is adding some more battle graphics to make the game more appealing to the younger crowd (with an off/on switch.) You know kids, they like to see things blow up. If they actually related to how/why the battle turned out like it did so much the better. I have to say that its pretty hard to understand what's happening during a battle. On my machine its too small and to quick to really get a handle on. I usually don't care, but nonetheless it would be nice to have a slower more zoomed in lview if you wanted it.
  5. Is there a reason we can't play a LAN game through a VPN like Hamachi? My friend and I are having all kinds of problems with "real" internet option. I'm thinking the hotel he is staying at have some restrictions on their firewall. When we try Hamachi we can't see each other in the game lobby, but Hamachi is connected and running properly.
  6. It would be cool if it ran on Android and iPhone. I'd pay for a version that ran on my Nexus One. There is dearth of good strategy games for mobile OS.
  7. First upload didn't work. Should be here now.StellarRat 1900-2030 v4.(local).20100606-171321.zip
  8. Attached is my new modern naval upgrade unitset. Basically it's the Official 1900-2030 ruleset with a few enhancements. I've added ballistic missile subs, special forces units and maritime patrol/ASW aircraft (sub hunters). I tweeked some of the combat values to increase the deadliness and speed of subs in the modern era (level 3 and higher.) They will be a match for any surface vessel at level 3 and higher. I also added an AWACS aircraft. The special forces units can be deployed by air transport or subs and are excellent at spying on your enemies or launching attacks against undefended targets. They will not stand up in fighting against regular combat units. This replaces my older unitset to maintain compatibility with Brit current patch level.
  9. "I still think that unless entreched inf doesn't have a clear advantage over tanks it doesn't make sense to use them (like 70-80%). They are slow, takes time to entrench, and are no good at offense. They need to excel at defense or they won't be used. I do see the point that in a tank vrs entrenched inf fight the tank side looses more production points overall. But the main point of the defensive unit is to win the battle, not attrite the enemy. Whoever wins gets the city and that alone will offset any production point difference. A different way to make them more useful is to have them use only 0.5 food/oil. You could then have 2 in each city (and thus better defense). It just seems odd to have a inf army eat less than a tank army..." I'm going to disagree with Jeep on some of this. I could see infantry using .5 oil, but not .5 food. You have to keep in mind that even armored units contain a large amount of mechanized infantry. It's not just tanks. So, I don't think the food difference should be much, if anything. As far as the cost differential I think armored units should cost substantially more, which is the way it is now. I don't think a price increase for tanks is warranted. Even entrenched infantry is at a big disadvantage against tanks in open terrain, or light woods. They really don't have any advantage unless the terrain is very closed. Jungles, mountains and cities are where they excel at defense. So, I think Brit has that about right. Also, infantry is much faster in woods and mountains than tanks are right now, so they do have that advantage too. Brit have you considered having light and heavy woods/jungle? There is a big difference between a jungle and a European wooded area. I would think air power and tanks offroad would be nearly ineffective against infantry in jungle or heavy forests.
  10. Those two are mine! Yea! Have you given any thought to units retreating from combat and a way to move missile units over land?
  11. That's supposed to be a Smiley! Not a frown. Stupid Android phone!
  12. I turned in a few minor bugs and some suggestions. Just curious. :-)
  13. The real reason they maintain it because they don't want a swarm of Palestinians coming illegally into their country (sound familiar?). Not because they want to help Israel.
  14. This is a huge Israeli FUBAR operation. I'm not sure what they were trying to do besides make a mess. Now they have nine dead civilians that weren't citizens or Palestinians (for the most part) and have lost relations with the one moderate Muslim country that would talk to them (Turkey.) Why didn't they just wait until the ship was in their own waters? Or, just seize the goods and personnel when it docked? It's not like the ship was going to sneak into Gaza undetected. For them to claim there were weapons and terrorists on board is bit far-fetched. What organization would attempt sneak either into Gaza in the most obvious possible way?
  15. It would be good if we had some instructions on how to use it.
  16. Have you tried putting your machine in the DMZ of your router?
  17. The seems pretty smart about being "aggressive" to me. I've several games where it laid back and knocked off weaker opponents first then came after me in the end.
  18. Based on my reading about the combat system, I think you will need to put the damage per hit to less than the unit total damage, however, I do believe the dice rolls are simultaneous, so two evenly matched units will always have a chance of destroying each other. You could reduce this chance by increasing the hit points for each unit and decreasing the damage per hit. The odds are much lower of two 4 hit units doing 1 point of damage per hit both dying at the same time vs. two 2 point units doing 2 damage per per hit.
  19. If you are truly dealing with units not individuals it is quite realistic for even the victors to be combat ineffective after a battle.
  20. Are there other changes that were made but not listed in the update notes? I reported a couple problems but don't see them listed as fixed.
  21. I had problems with random cities the other night. Totally black map, game locked.
  22. Am I totally off base with this?
  23. Yes. I suppose in game the Boomer still fulfills role. I think they would be more useful against sneaky human players that try massive surprise first strike. Maybe they would think you are done, but you'd have a little surprise for them. :-)
  24. One thing we need to keep in mind is that in EOS there are far few cities then in "real life", so we need less of everything to run our wars. I personally would not want to have move hundreds of units every turn. The game wouldn't be much fun then.
×
×
  • Create New...