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Brit

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Everything posted by Brit

  1. Two players with the same flag? I wasn't aware that could happen. (Although it's possible for one player to have the Japanese flag while another has the Japanese war flag.) How was the game setup when you started it? Was it a quick start game or a regular game with a random number of additional AI players.
  2. Do you have a saved-game copy that I could take a look at? Let me know what turn this occurs, and where it is on the map.
  3. Well, yes. But, aircraft units cannot spot submarines.
  4. They shouldn't. I did notice that Eidolad said one of his planes saw a sub, which surprised me. I don't know if it was some small bug caused by the aircraft being directly over the submarine, or if I setup something wrong in the ruleset. Although, for realism, early in the game, I should probably allow aircraft to see submarines at some short distance. Afterall, aircraft were used to spot submarines in WW2. I don't know if that was because submarines in WW2 were spending most of their time just at the surface and diving only to attack.
  5. Yesterday, I spent some time looking over problems with aircraft paths. I ended up fixing a number of bugs. I also changed it so that you can't tell your aircraft to fly to a friendly city that is out of range. (The old system would let you setup a flight path, but show a skull icon at the location where the plane would crash. Now, it will prevent the flight path from being created in the first place. The cursor will also show an "illegal" image if you hover over an unreachable city.)
  6. There is no easy way to pause construction. You can remove items from the build-list, and you won't lose the production (you can restart it a few turns later exactly where you left off with no production loss). However, in response to this, I just added a "pause production" button to the city-build window. This will let you easily pause production without needing to clear-out the production list.
  7. Brit

    PBEM issue?

    What's the name of your game?
  8. How strange. The game should be setup so that your units won't attack any other player unless you're already at war, or you've turned on sneak-attack. If this is what happened, then I'll have to run some tests to see if I can reproduce it and fix it.
  9. Yeah, I've missed research because of that. Yeah, as you pointed out in your email, it might not be complete clear that your aircraft will run out of fuel before reaching its destination - particularly if the skull appears over/next to other things on the map. Yeah, I'd like to setup something to make it a lot more explicit what players are getting when they upgrade.
  10. The "sentry until repaired" button is to the right of the other sentry buttons, and next to "sentry for five turns".
  11. Ah, yeah. I've changed the game manual now. I also added fortifications to the random map generator.
  12. Okay, I tracked down this problem (i.e. the problem with aircraft and missiles only targeting the first ship in a stack of enemy units) and fixed it. It'll be in the next update.
  13. Just a couple quick notes: The class 2 Cruisers can see subs, but class 1 cruisers cannot (those are the cruisers you have at the very beginning of the game). The resources ultimately determine how many units-to-cities you can maintain.
  14. Adding your suggestions in the list. You can set the AI to "veteran", which is a middle difficulty setting.
  15. There are fortifications and there is entrenchment. Fortifications can't be built. They can be created in the map-editor. Your infantry units can entrench. If they are idle in one location for a two turns, they automatically become entrenched.
  16. Thanks. This update was mostly about the AI. I'd really like to get the AI a lot better - to make a much more dramatic game with feints, sneak attacks, etc. I did a lot of work combing through the AI to find errors and building a better AI infrastructure to build on later.
  17. - AI Improvements . - The AI coordinates invasions better (transports can arrive simultaneously) . - The AI tends to drop off ground-units earlier, giving players less time to attack full transports . - Fixed some bugs with the AI - Fixed a crash - Combat Simulator: Attrition calculations didn't take into account percent-damage values - Rules Editor, Fixed bug: Adding a resource maintenance per turn of movement for a unit causes a blank tag to appear for the unit (one for every resource added). - Rules Editor, Fixed bug: When adding a new tag for a unit, typing it and pressing Enter causes the tag window to close and no tag being added. - Rules Editor: When double-clicking a technology in the technology list, it goes to that technology page - Rules Editor: ground-units and sea-units can be repaired inside particular units (like aircraft in carriers)
  18. They were UAV Bombers, and not UAV Tactical bombers? (UAV Bombers are specialized for attacking cities. UAV Tactical Bombers are better against ground-units and ships.) Update: Okay, I'm looking at this now, and here's what I saw: I grouped my 8 UAV Tactical Bombers (Class 2), and gave them orders to attack 6 enemy Destroyers (Class 2). (What was actually happening here was that I setup my UAV group to attack one of the enemy's destroyers even though all six were in the exact same location.) My UAVs were coming in and sinking a destroyer on each strike. The UAVs were also taking a few hits. Sounds like a bug. I'll run a test. It looks to me like you had a similar order problem that I did above - your drone missiles are all being setup to hit one enemy ship. When the enemy ship is destroyed, your other missiles no longer have a target. I'll need to do something about this. No. Update: Actually, when units are grouped together, attacks get randomly distributed among the units. If you don't have units grouped together, units can be attacked directly, which concentrates damage on one unit. Because of this, it is actually better to group units because it's better to have 4 tanks with 1 damage than 3 tanks with 0 damage and 1 tank that's dead (4 damage). Are they hitting city-improvements instead of going after ground units? I'll run a test. Update: okay, I looked up the attack settings for drone missiles. They have cities (i.e. city-improvements, population, items in production) as their first priority. This is why they aren't attacking ground units in a city. It would be better if players could adjust the priority during their game.
  19. dumrox is right - only new units produced in the city get the orders. There is some debate about how this should work. Under the current system, where rally points only apply to new units, you can put some sentries in a city and leave them there (they won't follow the rally points). On the other hand, if the system was changed to apply to all units in the city, then you could do things like setup chains of unit-rally points (e.g. units produced in city X can be setup to move to city Y, which then get orders to move to city Z, etc). The second system might be a little better for aircraft - because if you want them moved across the map, they could be setup to move through a series of intermediaries.
  20. Well, I was hoping to get an update out today, but the AI is still doing some bad things I want to fix. Plus, I've seen some crashes that I want to fix before the update.
  21. Wow. Good to know. That's a lot further than you usually get. That'll help me focus on bugs in the voicechat.
  22. Are you using Windows 7 64-bit, too?
  23. Sorry for the delay. Are you using the microphone at all? Is it crashing at around the time you're using the microphone? I'm just wondering if it might be running into problems. The voice system uses UDP (which is more vulnerable to packet loss) while most of the game events use TCP (which is less vulnerable to packet loss). I hadn't thought of that. I wonder if everyone with these problems is running Windows 7 or Vista 64-bit.
  24. Thanks! Glad you like the improvements.
  25. Hi Bill. The latest version of the game is 1.01.13801. I'm not sure if that's the problem, but it could be. You should get a yellow-highlighted button on the right side of the main menu that says "Update Available" or "Check for Updates". Press that button to automatically download and install the latest version. (If you're running Vista or Windows 7 and the Updater has problems getting the latest update, you may need to give the Updater6.exe application administrator privileges.)
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