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Brit

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Everything posted by Brit

  1. Oops. I hadn't realized that the image-editor doesn't let you load *.wav files. (The game is capable of loading and playing them, but the interface isn't displaying them in the list.) One other issue is that the sound and image files don't get uploaded with the ruleset. So, if you make a new ruleset using new unit-images and upload it to share with other people, they won't have the new images. (Yes, this is a problem and needs to be fixed.)
  2. I tried this file, and everything is working fine for me, including transparency. Are you running with 24-bit or 32-bit color (rather than 16-bit color)?
  3. I know there was a bug with this in earlier versions of the game, but I assume you're running the latest version. Not sure. Are you paying money to increase your rate of research? You'll need to get the tech advances that increase your food. I'm surprised this is an issue. I suppose it could be a bigger problem if players build-up very large militaries before attacking. People had problems with this in early versions of the game, but haven't heard any issue with this in the past few months. You are running the latest version?
  4. Hello. I don't remember receiving a copy of your saved-game when you last reported this problem. I'll need to take a look at it. I'll place my email address in your private messages.
  5. On initial inspection, it looks fine. I'll have to put it into the image editor and see what happens.
  6. Thanks. I went ahead and added the flags to the game. They'll be available to everyone in the next update. I didn't add the two Star Wars flags. I was sort of unsure about adding them, so I decided to skip them.
  7. Brit

    AI teams

    Yeah, you're right. And the game-setup screen isn't showing the flags of the team-players. I'll get that fixed.
  8. You mean your own name for multiplayer games? Yeah, I'll have to add that. The PBEM system allows that, and there's no reason I can't do that for regular multiplayer games. I can see some benefits to having a host machine, but right now, there's no way to do that. Thanks. Glad you like the game. Brit
  9. (I assume you're the player that I responded to via email, so no need for a lengthy response here.) As far as the version numbers, the build number is treated like three separate numbers. So, build 12532 is a newer build than 2818.
  10. Do you mean more than one save-game for a multiplayer game? There is no option to do that, but it would be a useful addition.
  11. I don't know if this will give you what you're looking for, but you can toggle on/off the map coordinates in the tooltip. This is done via the preferences window. It doesn't actually display the lines on the map, but at least you can get map coordinates (e.g. "350,200") which can be used to communicate locations to other players.
  12. Another small update. It's mainly just some fixes I wanted to get out there, rather than waiting until I get the AI code finished. - Added a "-Debug" command line argument to help track down problems. - Fixed bug: Airfields were being constructed too quickly. - Interface: Fixed a bug in the display of airfield consumption - disbanded airfields appear to consume oil - Interface: Added the ability to CTRL-select units in the left panel, so multiple units can be selected - Interface: pressing CTRL+S in the rules editor saves the rules. - Ruleset Editor: Fixed Crash that happens after deleting a MovementType, Saving and reloading a ruleset. - Ruleset Editor: Fixed a bug with MovementTypes that messes up the game
  13. You should be able to 'unshare' the ruleset. Once you do that, it shouldn't show up in the download list.
  14. Hm. I guess I hadn't noticed or thought about that.
  15. Yes, you should be able to update at any time. If you're playing a multiplayer game, all players should all update at the same time. (Actually, the game shouldn't allow you to load and continue your game if different players are running different versions.)
  16. Yeah, the paratroopers are in the same technology upgrade as "Infantry (Class 3)", "Infantry (Class 4)", and "Infantry (Class 5)".
  17. You know, I just thought of something. Is it possible to get the game updated on one of your computers, then put the entire directory it into a zip file, and move that zip file onto your computer with the bad internet connection? That might be a temporary workaround. I think you'd need either an LAN or a flash drive to move it between computers. It not a great solution, but it's probably better than the current situation.
  18. I could look into creating a zip file that would contain the latest update. The problem is that the zip file would probably be the same size or larger than the regular update, so I'm not sure if it would work for you.
  19. Just a small update because I wanted to get a fix in for something before getting deeper into improvements to the AI. - Fixed bug: when adding random players to a game, it gives an error message about not finding the flag image. - Interface: Rearranged consumption, production information on the city-build window - AI: Fixed some problems with AI-repair logic - Map Editor: cities are no longer limited to a maximum of 20 population, resources are no longer limited to a maximum of 20. - Rules Editor: Fixed bug, When creating a new movement type, users can't see or change the land/sea/air type - Rules Editor: Fixed a variety of bugs that result in a crash
  20. I don't really like having players set negative values for consumption (because it's unintuitive), but I could add some consumption/production values to the system. I want some more generalized values not only for cities, but also for city-improvements, airfields, etc. Once the more generalized system is in place, users could do more interesting things like: have iron resources that produce iron ore, then cities could build steel mills that consume "iron ore" and produce "steel". Then, that steel would be a resource used in the construction of things.
  21. Oops. At one point in time, I only had images going up to the number "20", so I limited cities and resources to 20. The image limitation was fixed a long time ago, but I forgot about the limit on cities and resources. I've changed this now.
  22. No, they aren't configurable, but that's a very good suggestion.
  23. We are kicking off an Empires of Steel summer sale! Instead of the regular price of $35, you can now purchase the full version of this unique strategy game of global domination for just $20 for a limited time! If you have any friends you'd like to get into the game, now would be an ideal time.
  24. This update is a little earlier than usual. I wanted to jump onto some AI fixes, but AI changes are high-risk (they could do bad things like crash the game, or might cause the AI to perform badly). So, I like to have a little time to test changes to the AI before releasing it. Thus, I decided to put out an earlier update, and then start making AI fixes for the next update in a week. Notable Changes/Fixes: - Fixed crash: the game could crash if players gave one ground-unit exit and enter orders on the same pickup/dropoff waypoint. The crash would occur at the beginning of turn-processing. - Fixed Crash: A crash happens if players are in 'god's eye view' and they hit one of the resource buttons on the top - Fixed bug: Fixed a rare bug involving flags - when it occurred, flags would not to be loaded - Interface: Made some adjustments to the progress-window to stop a occasional bug where it won't disappear - Added new Unit-Image: The British Mark IV/Crusader II - Interface: Added a new feature to the scenario editor - popup windows can be setup to appear to different players on different turns. This is useful for explaining the scenario to each player. - Interface: When the city-build window is open, the yellow city-highlight circle stays around a little longer
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