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Brit

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Posts posted by Brit

  1. Just downloaded the demo and installed, when I click the desktop icon there is brief HDD activity and then nothing. Any ideas?

    Kernow

    Could be an issue with the anti-virus. Do you have any antivirus applications installed and running?

  2. No, i get a lot of oil in this game. More globally, my planes behave strangely, sometimes, i cannot see their range circle and so i cant give them any order (in city or airport). And oftenly planes keep a green movement arrow under their icon even if they don' t have any movement order for the turn, i have to cancel the last order (which doesn't exist by the way) to remove the green arrow, and make them move. But it doesn't work all the time.

    I noticed something weird the other day - some planes would have land orders even though they were already landed. I wonder if this is related to the problem you're seeing. I would always just clear the orders by giving the aircraft orders to move somewhere while not holding down CRTL. Are you holding down CTRL when you give your aircraft the first order? If so, then I suppose the land order might still be in the queue and might mess things up. I'm not sure. I should look at that again before I get out the update. You can also send me the save-game file and I'll be able to take a closer look at it.

  3. I like the idea of making the BMs slower :) It was a problem when a sneak attack from across the world wiped out your whole army before you could do anything. Also means that long range recon really is needed to see the missiles coming.

    One other thing I've been toying with is missile defense systems. Right now AA units do have some missile attack values, but since the missiles move so fast they rarely ever get a hit on them. Also with 2hp they never really take them down.

    So I made all the missiles have 1hp.

    Good point.

    Haven't figured out how to change the AA attack values though.

    In the rules editor, you would just need to go to the AA units, change the to-hit value against Missiles.

    If your AA has an attack value of 20 verses a missile defense of 20. Attack range is 180, so assuming the missile travels ~100 through the range at a speed of 2000, does that mean 5% chance of a hit?

    Yes. I've toyed around with the idea of some alternate system for combat. As you outlined above, units get an attack each moment that the enemy is within range. Alternate systems would allow units to attack and have a reload rate. For example, an AA gun could fire once every turn. This would allow an AA gun to get one full attack on an incoming missile, no matter how long the missile was within range.

  4. I downloaded the last update, no prob with installation. I load my ongoing game and then most of my planes can't take off (mostly bombers) neither bombing my enemies...

    Can someone explain me the prob??

    Are you running low on oil? Oil shortages can prevent aircraft from taking off.

  5. I'm trying out these values right now

    V2 : production 30

    MRM : production 35

    Cruise : production 70

    The rest stays the same. Prob should change the V2 to just short range missile. There really isn't any point to having useless units :)

    Okay, I took a look at these today. I think you're right: the V2 Missile is underpowered for the price. I also renamed it "Short Range Missile" instead of "Missile (V2)". It didn't make sense to call it a "V2" - which is a specific historical name when I went with more generic names for everything else. I reduced the price of the Short Range Missile and the Medium Range Missile. I also made some changes to other ballistic missiles - they move slower now. This means that, unless they're launched from close-range, you can see them coming and potentially mount a counterstrike before the enemy missiles hit. This also increases the value of submarine-launched nukes, since it allows players to get closer to the target before doing a nuclear strike, leaving them with no time to counterstrike before the nukes hit.

  6. I've actually been wanting to be a review of the game units and balance. The early missiles being part of that. But, yeah, from what I've heard, the V2 wasn't a very effective weapon for the cost. Although, there's no reason to necessarily stick to historical reality (though I might want to change the name of the missile), or maybe the missile can be less effective but it provides hands-on technology experience that allows for later improvements in missile technology.

  7. Notable Changes/Improvements:

    - Added artillery-fire animations for artillery, cruisers, and battleships

    - Changed the display of missile-smoke trails to make fuller smoke

    - Fixed Bug: The scenario-editor discovered tool wasn't working correctly

    - Fixed Bug: Aircraft inside a group inside a carrier can sometimes fly-back to the wrong location on the map

    - Fixed Bug: There was a glitch in the animation system that would slow down the game over time

    - Fixed Bug with the research and resource warnings popup

    - The tech-research bar will appear even when the application-window width is short

    - Fixed a few bugs in the rules editor

    - Added debug and verification data to the PBEM system

  8. I want to select a target by a city but I can not see it with my mouse?

    I want to take out the Art unit but I only can bomb the city or ship.:(

    Can you send me the file where this is happening. I'll mess around with it and see if I need to change some code.

  9. Notable Fixes/Improvements:

    - Fixed a crash

    - Changed the unit-description display shown inside the city-build window

    - Fixed bug: 'radar visible' aircraft and missiles were appearing on the map even though they were landed.

    - Fixed bug: 'radar visible' missiles inside submarines were visible on the map, even though though the submarine itself was not visible

    - Units inside other units no longer appear on the map (this means aircraft/missiles in carriers, troops in transports)

    - Fixed bug: missiles would sometimes appear incorrectly after they were launched

    - Fixed bug: nukes would sometimes not explode

    Have a good thanksgiving!

  10. I agree. Porting to Android or iPhone would probably sell a lot of copies.

    Since the UI (not including the actual map) is built using Microsoft technologies, I'm not sure how easy it would be to transition since there's a lot of code there. I was also a little worried about the AI running fast enough on tablets and Android/iPhones. But, I don't know enough to say for sure.

  11. I don't think EoS has bad graphics at all. They are pretty, nice and cartoony, all having a cohesive style. Nice work if you did them all yourself.

    Yeah, I created all the art.

    Have you thought about going 3D? I notice the sprites were constructed from 3D anyway, and the terrain is not that complex. I guess that's a lot of work to redesign the pixel based game system. Then you could relaunch as EOS 3D!

    One game I really LOVE is battleship chess, and it is a good example of how simple 3D graphics can look really charming.

    http://apezone.com/battleshipchess.php

    Using 3D wouldn't be that difficult. I actually use a 3D model for the ballistic missile. The one problem I have with doing 3D is that small things (like units) look bad. There's problems with jaggies, and the coloring isn't quite as sharp (because I sharpen the 2d image). Some of these issues can be solved as long players use antialiasing. I also put a slight black outline around the unit to make it stand out a little more against the background. I should probably put-up a rendered 2d sprite next to the same 3D model of the same size to illustrate what I mean, so here's a comparison. (The 3D model shown below doesn't use antialiasing, by the way.)

    I think this is the reason a lot of games that transitioned from 2D to 3D use much larger unit sizes - because they look bad if they kept the units at the same size. (For example, when the Civilization series went to 3D in Civ 4, the units were much compared to the screen.)

    post-28544-141867621861_thumb.png

  12. Have you considered using actual satellite/aerial imagery for your maps? It looks pretty darn cool. This seems like it would be an easy thing to do. Once you have a base set you can always cut and paste as necessary.

    The issue I had with satellite maps is that I wanted the map images to look good when matched with the unit images. I think I'd have to figure out how to send the image data, as well. The current maps don't send pixel-by-pixel map data, it uses larger blocks of terrain and along with the terrain type data, and the client machine actually builds the image. Also, players will need to know which areas are which terrain. You also wouldn't want (what the game sees as) water area to appear as land to the player, or vice versa.

    Personally, the unit images mean little to me as long as I can tell what type of unit it is. I use NATO symbols on most games when I have a choice.

    Yeah, although it can be a draw for players. Oftentimes, players judge the game by the sophistication of the graphics. In general, there is a correlation - in part because small indie projects have bad graphics and bad gameplay. So, I think there's a tendency to say, "This game has bad graphics or so-so graphics, it's probably not that good so it's not worth checking out". Nice graphics can be fun, too. On a similar note, I still remember how satisfying the sound of automatic weapons were in the original Fallout games - yet, they were completely superficial to the actual gameplay.

  13. The rehash company you all are talking about is KillerBee Software. The dev got the rights to Empire Deluxe and made a new one that works on modern machines.

    Yeah, we (KillerBee and I) were both talking to the original Empire guys at the same time. Mark Baldwin, who was one of the original Empire creators sometimes shows up at our local game developer meetings. It would've been interesting to get the Empire name, but he wanted too much money. If KillerBee paid what Mark Baldwin wanted for the name, I can't imagine he made his money back in sales.

    (Admittedly, I could've used the "Empire" name but not "Empire 3" since it suggests a lineage. He probably couldn't have defended the "Empire" name in court since common descriptive names are difficult to defend in court. Plus, there's already another game called "Empire" which has no connection to the original games.)

    Several months ago I promoted EoS on the KBS forum (now shut down due to too much spam). And I promoted it on the Empire Deluxe Yahoo forum. People know me there since I made a major mod for the Enhanced version. Don't know how many bought as a result though.

    Thanks. Yeah, I was just out on the KillerBee website checking out how active they were. The Yahoo Groups seem rather deserted at this point, and it looks like KillerBee hasn't been doing any more work on the Empire game - the last update I saw was from a year and a half ago.

    I understand the reasons for this blitz but am disappointed because it will slow down and maybe, in the long run if it doesn't pan out, halt production on the AI and a few other major things and the game might never really get finished. Or maybe it will take a loooooong time.

    Yeah, I feel bummed about that, too.

  14. Steam might be a good route. I won't buy anything from them because of a previous experience I had with their copy protection / DRM system, but they do sell a lot of games including the newest CIV. I imagine that people buying from them know what they are getting themselves into, so it's no skin off your back. There are other sites I do buy from online, Direct2Drive is the best IMO so I'd look at them, too.

    Direct2Drive said they weren't interested in carrying EOS.

    As far as getting the word out about EOS I have no experience in the advertising world. I know it's expensive though! Have you looked into Google or Yahoo sidebar type ads?

    I did get $100 of free adwords money from Google. I tried it for a week, but didn't see any noticeable effect on sales. One of my friends suggested doing targeted advertising with Facebook (that's part of Facebook's advertising advantages, BTW - doing targeted advertising based on your profile). Although, I guess adwords are targeted advertising, too. Battlefront hasn't been too pleased with advertising experiments they've done. (They spent a lot of money on Google Adwords, too, but didn't see the results to justify the money they spent.) I suppose once you've got a low percentage of the population who wants "X", it's difficult to do effective advertising since you're paying for everyone who sees the ad, but only making money on people who buy it. I suppose it's slightly better when you're paying for targeted advertising and only for clicks.

    One other thing you might consider is getting some art and screen design types to "sex up' the looks of EOS. The game system and code are great, but it could use some more art/special effects work. I know this sounds shallow but looks do sell games. I'm a programmer, but I can't draw for crap and I admit it.

    Yeah, I know what you mean. I've been thinking back to the recent post on the forums about sexing up the units and animations. I think that's a useful suggestion. One of the other issues I'm thinking about is the fact that sales were highest for the first two months after release. 44% of all the domestic sales happened in the first two months. This means that the last ten months has accounted for the other 56%. I think part of this is due to the media cycle - they want something to report in the news. New game releases get media attention. After that, the media leaves and it's hard to get attention again. If I had quite a bit more money, I could sex-up the graphics make some other changes and then release it as "Empires of Steel 2", which might get some more media attention since it's a new release.

  15. Steam might be a good route. I won't buy anything from them because of a previous experience I had with their copy protection / DRM system, but they do sell a lot of games including the newest CIV. I imagine that people buying from them know what they are getting themselves into, so it's no skin off your back. There are other sites I do buy from online, Direct2Drive is the best IMO so I'd look at them, too.

    Direct2Drive said they weren't interested in carrying EOS.

    As far as getting the word out about EOS I have no experience in the advertising world. I know it's expensive though! Have you looked into Google or Yahoo sidebar type ads?

    I did get $100 of free adwords money from Google. I tried it for a week, but didn't see any noticeable effect on sales. One of my friends suggested doing targeted advertising with Facebook (that's part of Facebook's advertising advantages, BTW - doing targeted advertising based on your profile). Although, I guess adwords are targeted advertising, too. Battlefront hasn't been too pleased with advertising experiments they've done. I suppose once you've got a low percentage of the population who wants "X", it's difficult to do effective advertising since you're paying for everyone who sees the ad, but only making money on people who buy it. I suppose it's slightly better when you're paying for targeted advertising and only for clicks.

    One other thing you might consider is getting some art and screen design types to "sex up' the looks of EOS. The game system and code are great, but it could use some more art/special effects work. I know this sounds shallow but looks do sell games. I'm a programmer, but I can't draw for crap and I admit it.

    Yeah, I know what you mean. I've been thinking back to the recent post on the forums about sexing up the units and animations. I think that's a useful suggestion. One of the other issues I'm thinking about is the fact that sales were highest for the first two months after release. 44% of all the domestic sales happened in the first two months. I think part of this is due to the media cycle - they want something to report in the news. New game releases get media attention. After that, the media leaves and it's hard to get attention again. If I had quite a bit more money, I could sex-up the graphics make some other changes and then release it as "Empires of Steel 2", which might get some more media attention since it's a new release.

  16. Nice map but whoever starts around Cairo will have a big advantage (assuming this is a standard map with production staying on). Maybe turn it into a two player scenario with one player starting in Cairo and the other with three or so decent starts around the map. Or maybe simulate Torch.

    Yeah, I had thought about having a third player start in the Greece/Turkey area. That area is a little weaker as far as production numbers, compared to the other two players, though. As far as the production, I tried to keep things relatively balanced. If both players stay on the mainland, then by the time both players reach the middle of North Africa, the Western player has slightly more production. The Cairo player has a little easier access to Greece and Turkey. This is part of the reason I'm calling it a "beta" map, because I think I'll be making some more adjustments to it.

    How long did it take to make the map?

    I did most of the work on the map months ago. It was only last week that I made a whole bunch of adjustments to the city production values and placed the resources.

    How would you be able to get reinforcements at the correct times?

    The scenario editor let's you place units on the map at certain times. For example, I could have a bunch of tanks show up on turn 20 if I wanted.

    Maybe a year ago I discussed how I think EoS would be a great platform for making all kinds of terrific scenarios. The game hasn't been ready for it but I think it's getting close.
  17. It's nice, looks good.

    The only problem at present is that when you play it with standard rules, there's a bit of a disconnect between the real world map and the fact you have to fight all the towns in Egypt before you can get started against Rommel. A scenario even with the 1940 ruleset would be best for getting right to the action.

    It does show what can be done with the system though.

    It's not actually a World War 2 map. It's just the North Africa map. This is the map that I was going to use for the WW2 North Africa scenario, but got too busy with other stuff to add-in all the features I needed - stuff like reinforcements at the correct times, new units (which are different for each side), turning off city-production (since neither side was manufacturing weapons or getting their soldiers from the local population), etc. I did try to balance the distribution of cities over the map, though, so that the player's sides were balanced.

  18. Hey guys. Just wanted to let you know that I got the sales numbers recently, and sales have been low over the past two months. Do to a miscalculation, I didn't know how low they were over the month of September until a few days ago. It seems that the status quo - with me spending all my time creating weekly bug fixes and updates - isn't working. I think I need to spend more time doing marketing, or else I won't be able to continue working on the game. This will probably result in the slowdown of amount of coding I can do each week, but will hopefully result in more longevity for the game.

    Any suggestions you have for bringing in new players would be helpful. Marketing isn't really my favorite thing, and it's not what I'm really good at. I'm still mulling over things I can do to promote the game to new players. And if you like the game, please tell a friend. You can also "Like" the Empires of Steel facebook page, and hopefully your friends will see it.

    http://www.facebook.com/pages/Empires-of-Steel/6745172658

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