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Brit

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Everything posted by Brit

  1. Let's not have another round about the AI. Let's just let it go for now.
  2. Was the enemy tank in the same location as the city, but not actually inside the city? Just wondering if maybe the interface was blocking you from hitting the city because the orders kept being set to attack the tank. Sounds like the issue that was brought up recently - I need to block the AI from being able to target individual units inside cities. The code used to setup AI attack-targets is different from the code used by players to attack targets, and there's different behavior, but they're supposed to work the same.
  3. Thanks for the support. Hope you have a great time!
  4. Someone else reported that bug recently, too, via the bug report. I haven't gotten to fix it though. Thanks for the heads up, though, since it let's me know how many people are seeing an issue.
  5. Hi USF. I did see a couple RockPaperShotgun blog entries a little while ago, around the time the game was launched. I don't think they played it, and the entry wasn't that great. I suppose it's better than nothing, but their comment was something along the lines of "hide your dads!" or something implying that most modern gamers wouldn't be interested in the game, only the old-time gamers would be. Yeah, I think the game could be considered indie. It's actually a one-person job, self-funded. I had also talked to the humble bundle guys a while ago. They had two or three requirements. Being DRM-free was one of them (which now the game is DRM-free), but their other requirement is that the game run cross-platform (Windows, Mac, and Linux), which it doesn't do.
  6. I think it must be something with the way the AI sets up his orders, and I need to block the AI from being about to target units in cities the same way he targets units outside cities.
  7. You need to move the PBEM file, any events in that same directory (there probably won't be any, but there might) and you need to move the save-game file. It will be called something like Domination80-Feb1-Server-P01.game. By the way, the PBEM file contains data for all your PBEM games. You aren't trying to move just one game to the new computer, and keep your other games on your old computer, are you? As far as posting bugs: this is the correct forum area to do it. You can also send me a bug report via the in-game bug report tool. It doesn't matter to me either way.
  8. Cool. I'm glad it's working now.
  9. Okay, the section of code here involves the setup of the sound system (OpenAL). What seems to be going on is that the software can't find a device to play sound through. Are you running VMWare by any chance? I'm asking because a google search found someone else had a similar problem (with a different application) and thought maybe it was caused by the VMWare. Also, if you'd like, I can pass you an older version of the game just to see if it starts up okay. My guess is that old versions won't work either, and something changed on your computer between when it used to startup and now, when it won't startup. I haven't touched that section of code in a long time. I might also be able to change the code so that if the sound-system doesn't startup, the game will still start but without sound. I could also give players a warning about the lack of sound.
  10. Let me know what the debug.txt file says in the latest version (Version 1.01.16146).
  11. Notable Changes/Fixes: - Fixed bug: there was a problem in the AI trade when the AI wants to sell resources that can be exploited by human players - Added a button to the preferences window that allows old game data to be deleted (important when the game save file is too large). - Fixed a bug that would sometimes hide the borders for human players - Multiplayer online games will automatically save a backup copy so players can recover from crashes - Added some debug information to the Debug.txt file to troubleshoot problems a player was having - Changed some things with the PBEM system to hopefully fix some download problems
  12. I ran a test to see if this was happening. I wasn't able to reproduce this bug. I flew some aircraft directly over another player's sub group, but didn't see them. Let me know if you see this bug. If you do, let me know if anything unusual was going on and I'll try some variations to try to reproduce it again. Update: I'm trying to reproduce this problem, but haven't had success yet. My tests involve putting an enemy destroyer at the edge of the plane's movement range, so it discovers it right at the edge of its range. I also tried sailing enemy ships past my city, so aircraft would come out and attack. Neither of these setups cause the aircraft to crash. Maybe the problem happens when your aircraft spot other aircraft and try to chase them down? I'm not sure. If you have any more details on this, I'll have to take a look at them so I can reproduce this bug. If you have any saved games where this happens, that would be useful.
  13. Are the subs appearing on top of other units? If so, then I need to adjust something. Just wondering because there is a system to adjust the sorting order of units (subs on the bottom, surface units, then aircraft, then space objects like satellites).
  14. I was thinking about this the other night, and I realized that it's harder to turn the 3D Studio files into the 2D images needed by the game than I initially realized when I saw your post. I actually use some scripts with Corel PhotoPaint to resize the images, sharpen them, and add some black outline (which helps set them off against the terrain background). If you render them directly out of 3D Studio and turn them into 2D images, they don't stand out that well against the background, and they don't quite look like the images already in the game.
  15. Brit

    EoS2

    There is already a way to do #11. Every unit has a "this unit's size" variable. Most units are size 1. There are a couple units that are size 2, however (I think the Nuclear SRBM and ICBM are size 2). This means you could setup some rules where, say, paratroopers have size 1, infantry has size 2, and tanks have size 4. If you have a transport with a "container size" of 8, then you could put different combinations of units inside of it: * 2 tank units (2*4 = 8) * 4 infantry (4*2 = 8) * 8 paratroopers (8*1 = 8) * Or some combination, e.g. 1 tank, 1 infantry, and 2 paratroopers (for a total size of 8)
  16. Based on this information, it looks like the application is crashing while setting up the sound system. In this section of code, the game starts up the sound system, loads some sound files, and loads the game music. I am putting some more detailed information into the system to nail it down more accurately. Do you have any kind of unusual sound setup on your computer?
  17. The source code to build the AI dll will be there. This means you'd need some knowledge of C++ and a compiler.
  18. I'm kind of at a loss to figure this one out. Do you have a spotty or slow internet connection?
  19. You should be getting more information than that. Are you running version 1.01.16024? I added a bunch of new debug information to it. I removed all the copy protection. The game doesn't use the registry for anything except to remember where it was last installed. I haven't heard of any issues with Windows 7, but it might have something to do with other software (e.g. antivirus) you have on the machine. I'm not sure. At least we know you have the right version, since you're running it on your XP machine.
  20. Shrug. I don't know. I've been doing work on the weekends, but not much during the week. It's Thursday morning, I actually haven't touched any of the EOS code since Sunday night.
  21. Okay, I've got your email address, so you can delete it from your post if you want to hide it from bots. Were there any files in particular that you wanted? Just wondering because there's something like 40MB of files in total.
  22. Just a few changes: - Rules Editor, Fixed bug: under certain conditions, buildings wouldn't show up in the rules editor building list - Changed the way that border lines are handled (I think players will like how they work a lot better now; the borders don't just disappear like they did in earlier versions). - Added some debug information to the Debug.txt file to troubleshoot problems a player was having I wanted to get out an update before I got very far into the work of breaking out the AI into a DLL.
  23. Hey, Bryce. I assume you're still having trouble. Could you get the latest update and let me know what the Debug.txt says after you run the game?
  24. You can add new unit images and unit animations to the game. You have to have them in png format before they can be added. SMax? Is that short for 3d Studio Max? Sure, I don't mind. I wasn't sure that anyone would be interested in them. Not that many people are interested in creating their own images, and not that many have 3D Studio. I started on the contract two weeks ago. I'm not working directly for NASA, just picking up a contract with them.
  25. Interesting. I'm sort of doing an astronaut game as well. Is your game playable? Downloadable or just on the web? I didn't see any links anywhere.
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