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Brit

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Everything posted by Brit

  1. You need to double-click on the city. That will open a window to edit the values.
  2. A few other people have reported that issue. I think it's some sort of timing issue, and players have also reported that they can usually get their game to load if they try a again. (At least, that's what you can do until I track down and fix the cause of this issue.)
  3. A few weeks ago, I loaded up a scenario created by one of the players. On the first turn, the AI declared war and launched a massive airstrike on me. I've loaded up the same scenario since then, and he hasn't done an airstrike like that. I think what's going on is this: The AI has some personality attributes and one of them determines how often he likes to use aircraft, but the value tends to be set too low, which causes him not to use aircraft very frequently. This would explain why he uses airstrikes sometimes but not others.
  4. You can also setup free production and free research using the regular game setup window. You need to go into "rules modifiers" section.
  5. Yes. Although, you can also take the existing official ruleset, and change-out one of the units to use a different unit-image. I'm not sure how CM does it. Ah. I'm not sure when that will be available.
  6. Yes, you can do that through the preferences window (the button is right below the mini-map).
  7. When resources get low (below 25), you start to experience some shortage effects. When you have excess resources, you get some bonuses. You can check what effects the resources are currently having by clicking the resource buttons at the top. Also, this window will also tell you the effects of resource shortages/excess. Money shortage: no effect, although if something costs money and you have none, you can't build/upgrade/repair it. Money Excess: some extra nationwide production increase. Iron shortage: When your iron drops below 25, anything that costs iron takes longer to complete - this includes city-build items, airfields, etc. Oil shortage: city and airfield production gets reduced, units move slower. When oil gets even lower, some aircraft will not takeoff. Oil Excess: some extra nationwide production increase. Food shortage: city and population grows slower or declines. City production is slowed. Food Excess: Cities grow faster in population. Sure.
  8. Don't know. I just thought I'd put the M3 tank. There's no reason not to put the unit out there.
  9. Notable changes and fixes: - Changed the way resources are handled. Players begin experiencing resource shortages when they have less than 25 of a resource, and get bonuses if they have an excess amount of resources. The bonuses increase population growth and production rates. - Fixed an issue with the rulesets - if some of the "Combat Unit Type" data is setup incorrectly it was causing problems. - Rules Editor: Added feature to the City-Improvement window: it now displays a list of units it enables. - AI: Made some adjustments to how the AI chooses whether or not to construct city-improvements. This was to fix a bug where the AI wasn't building city-improvements in some cases. - Fixed bug: sometimes units inside cities would appear to be elsewhere when selected. - Unit Images: Added the M3 Tank and AWAC Aircraft to the update. These images can be used in player-created rulesets. - Unitbar Interface: Added "rank" icons to indicate each units' combat level. - Ruleset Crash: Fixed a crash in the rules editor. This happens when selecting Combat: Attack Vs: City/Resource/Airfield - EOS Messenger: Added a countdown timer, ability to customize the frequency of updates, and ability to press a button and check for updates.
  10. The game has the option to start with free production and research. The quick-start gives players some random amounts of free production and research (all players get the same amount, it's not random amounts to each player). So, yes, you should see some construction and research get done at the end of turn one.
  11. To be fair, I generally get sidetracked when something more important comes up -- like if the application crashes, I'd rather track down that problem than fixing or adding minor things. Okay. I thought that the AI's repair functionality was working. I just tested it now using two damaged battleships. Yes, the AI does send units to the correct location to get repaired, and keeps them there until they're repaired. Now, I need to make sure the AI is using the repair system often enough, and in the correct situations. It's possible that the AI isn't using this functionality as often as it should.
  12. Thanks for reminding me. I meant to make sure this was working before the last update, but then I got sidetracked.
  13. Thanks. The randomness value is used to adjust how variable the results of combat are. For example, if you have two battleships against each other and you use a low combat randomness, what will happen is that one battleship will be sunk (taking 8 damage), and the other battleship will end up nearly sunk (taking 6 or 7 damage). If you use higher randomness, then the surviving battleship will take a more variable number of hits (maybe it will take between 4 and 7 hits). So, low randomness means that, even if you lose a battle, you can expect to do a particular amount of damage to the enemy before you go down. High randomness means you'll have a harder time predicting how much damage you'll do. Another example would be if you have two mismatched ships - say a destroyer vs a cruiser. Cruisers are more powerful ships. Under low combat randomness, the cruiser will win (say) 99% of the time, and will take 2 or 3 damage from the destroyer. Under high combat randomness, the cruiser will win 70% of the time (and be sunk the other 30% of the time), and the winner of the combat might take anywhere from 0 damage to nearly-sunk. In short, high randomness makes it much harder to predict the outcome from a battle. The combat system is setup so that units randomly target enemy units in the group. But, combat is handled 100 times each turn, so units kind of distribute their attacks against all the enemy units. For example, if a tank attacks an infantry and an artillery, then his 100 attacks (each turn) get distributed as roughly 50 attacks against the infantry and 50 attacks against the artillery.
  14. I think there's still confusion about what happened to the activations. Anton activated the game on two computers, one computer no longer works, which means he "lost" one activation. But, battlefront is saying that only one out of the two activations have been used. The only way I can explain this situation is one of the following situations: (1) Anton unlicensed the game from his desktop (but one is still lost on his laptop), (2) Anton's laptop didn't actually have the game activated (and the one activation we're seeing is on his desktop), or (3) there's some sort of glitch in the whole system where Anton activated it on two computers, but it looks (from Battlefront's perspective) like he's only used one activation.
  15. Hi Anton. It looks to me like they're saying that you have only used 1 of your 2 activations. I don't know why that would be if you installed it on two computers. Did you uninstall it from your desktop computer and that's what freed up one of the activations - and, meanwhile, your laptop activation is still "on"? Anyway, we'll get it sorted out for you.
  16. Is anyone designing custom unit images/animations? I still need to add custom units to the upload/download system. I was just thinking that, if someone was doing any work on custom units that I'd be quicker about getting custom-units integrated into the upload/download system. Plus, it would be useful for building those new official unitsets that are based on other timeperiods.
  17. Yeah, it might be good to display a rank icon or something. Right now, you can see the experience in the left-panel when you select a unit.
  18. Funny, I was just working on some resource re-balancing stuff. It's 2 production = 1 Money. Yes. The game applies oil shortages to cities first, then land/sea units next, and finally air units. (I didn't want aircraft to run out of fuel and crash because there's a small shortage of oil, so air units are the last unit to actually experience oil-shortage effects.) It depends on the severity of the shortage. Cities with no food at all will experience a 5% decline in population. If your cities consume 30 food, but you only have 15 food, then they'll be reduced by 2.5% population. Food shortages don't affect units. Yes.
  19. This error is now fixed with version 1.01.11648. Just download the update. (And if you get a "validation error", just wait a few hours and try again.)
  20. This error is now fixed with version 1.01.11648. Just download the update. (And if you get a "validation error", just wait a few hours and try again.)
  21. Can you send it to me via email? I'll send you my email address via private message. Also, can you zip the file so that it's smaller?
  22. No, saved games should always work in the latest version. Before I send out an update, I make sure I can load old saved-games. I double checked it again after your post, and everything is working fine for me - although, I did notice it took a while to load the saved-game. I don't know if it's slower loading than the last version. If you're having problems with a particular save, you can send it to me and I'll take a look at it.
  23. No, but there's only four levels of experience, so once a unit reaches the last combat level, they don't get any additional bonuses. Uh, I don't know when that will happen, although I acknowledge it's something that needs to be done. I suppose I could be more explicit about exactly what was changed when I change the official ruleset. Someone could then make the same changes to their own rules if they want to keep it similar to the official rules.
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