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kaburke61

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Everything posted by kaburke61

  1. Hi Brit, I think that would be a great idea. I also would vote for the auto-zoom feature, otherwise I assume as currently envisioned, you would have to zoom out to see them all manually, or move around the map at current zoom level and re-hit the button to make sure you have seen them all? (Or I guess it could just auto-step around at the current zoom level to show them all - probably more of a coding issue.) As long as the auto-zoomout remembers where you were as far as zoom level and place on the map is remembered and restored after viewing, that would probably be the best implementation.
  2. Hey Brit, That would be great. I too have seen the transports exhibit that confused behavior on multiple occasions. Take care, Kevin
  3. Hey Brit, I'm with you on that. I always thought that the ranking system in CIV was kinda a cheat. Let you know who you should attack/not attack before you really have the realistic intelligence to know that yet. Along those lines the page that shows who has what as far as technology is kinda a cheat that way too. It maybe way to hard as far as coding, but it would be great if the tech list for the opponents only showed what you have actually encountered out in the world. And if it is that way, well.....never mind! Cya, KevinB
  4. Hey Brit, The last couple of games I've played, I've noticed a few things. May just be me, but they have happened more than once. 1) The ability to set "wait until heal" for groups doesn't seem to work anymore (I think they used to right?). 2) If a unit has a set of moves sequenced, or even attacking a city, it will sometimes seem to "forget" the rest of the moves (or stop attacking the city it was after). 3) If a unit is sentried, it will not allow you to use the "upgrade all" button. You have to manually go to each unit and hit the upgrade button. 4) When an individual unit is sentried, I thought it used to "unsentry" when you put it in to a group with others (maybe not..don't remember). When you then give move orders to the group, it moves with them, but the sentry icon stays. Now, just a couple of AI/database questions. 1) A transport sinking a sub? REALLY? :eek: Maybe there is no simple way with the values, but shouldn't a transport really have no way to hurt a sub (or for that matter a cruiser or battleship)? 2) I've seen the AI put about 3 to 5 transports stacked (unloaded) out in the ocean near his border, and do nothing with them (except use them to attack ships later if they see something which is ALMOST (see #1 above) suicide... Toward the end game he must have had 20+ transports and just a battleship and sub or two... Thanks for listening, Kevin
  5. This time, when I start EOS, I let it use all it's defaults for the first try. No problem there. Then I went back to the main menu and tried to setup a game iit hung with the described problem. Next, I left the program entirely, then came back in and tried creating my normal options. Worked fine. Exited back to the main menu, told it to load last defaults, and then this time it hung. I get a message in the main area with a red triangle saying "2/3 players connected", or "4/5 players connected" Options I am using: 1800x1800 map is NOT known Geography: random land density: random cities: random research rate 80% 2 players. AI player (rommell) veteran 0-3 additional players. skill veteran. Thanks for the help, Kevin
  6. Hey There, With this new version, when I try to start a new single player game, after I enter all the options and start, it comes up with the whole map visible, "readonly" in the upper right of the screen and a "1/2 connected" type of message in the top left (and no buttons, etc., just blank on the left hand side and top). Never played a multiplayer. I have tried 3 times with no success. Thanks for your help, Kevin
  7. Hi There, The update worked OK for me, but I have one small nit with the update. The way the units at the start of a turn "jump" to thier new positions (as of the end of the turn), and then "snap" back to do the move in the replay is a little annoying. I don't remember them doing it before (or at least not as noticable). Kevin
  8. Hey Again, Finally got around to trying it again, and the map size came up correct. ...Must've been sunspots or somethin Take it easy, KevinB
  9. The previous game's map coords were 1600x1600 I think that is the first time I did it also... Take care, KevinB
  10. Hey Brit, The "restore previous settings" function did not remember for me the following settings correctly: Map Height and Width (defaulted to 1000x1000) Extra players - random section skill level. (Defaulted to Novice) Another small observation - the actual "restore previous settings" button did not move with the window. When I resized, it stayed where it was (love all those widget attributes!) Thanks, KevinB
  11. True. I'm just tickled that I got the original request! That was something I always wanted in CIV, and many other games of this genre. That may or may not be an easy add. On a side note, what would be kinda interesting, related to the animated history at the end of the game, is if the "fog of war" could be turned off, so you could see how/where the AIs were populating/fighting/etc. related to cities when viewing the wrapup replay.
  12. Far freakin out on the random opponents! Thanks so much. Among the various things about this game I love is the replayability (I.E. all the various random settings, every game is a completely different game). Not knowing how many are out there makes the initial exploring much more interesting. And yes, if you go to the diplomatic screens you would see how many, but I don't need to visit that screen until much later in the game when most all of the exploring is completed. Also, it will be nice to see the AI not camping out in our territories! Thanks again, KevinB
  13. It sounds perfect if the lower and upper numbers (in your 0-2 example) are user selectable. As far as the flags, whatever is easier to code is fine. I really haven't even worried about the flags (leave defaults that come up when selecting opponents). If by small chance two came up similar, You could just regenerate, or use them at your own risk! The solution you mentioned in the edit seems like a great idea. If it requires too much though, no sanity checking of the flags is fine by me... On a side note. I saw along time ago, a request to save the options used to create your last game. Is that easy to implement? I tend to play the same/similar type games, and it would be great not having to re-enter all the options each time I generate a new game. Thanks for the help, KevinB
  14. Hey Brit, Just a little "nudge" to see if you are still thinking about adding the random number of AI opponents mod in at some time. That would just be the icing on the cake of a great game. Thanks for listening, KevinB
  15. Hey Brit, Started a new game (actually 2) with the newest version, and each of them crash a little into the game (last one on turn 12). It aborts to desktop, I restart the game, reload the autosave and it crashes again as soon as I submit my turn. As I have not had any crash problems before this, I hadn't been noticing what you want (if anything) sent to you. Thanks for the help, Kevin
  16. Cool! Thanks for the changes. In a "DUH" moment just now as I was starting a new game, I forgot about the "land density" setting. That would be a great one to have a "random" setting. I agree about the morning feeling. I'm a retired Intel software engineer. I couldn't even begin to think about meaningful coding until at least 10:00
  17. Yes, making a switch to turn on/off random placement, vs. the more "spaced" placement could be another alternative to unknown number of opponents. If you know basically where they are starting (like somewhat evenly spaced apart from each other), it makes exploring easier, as you probably know where the are or are not currently in relation to the map and your starting positions. That's why I love the "unknown" number of opponents, as you have no idea what you may be up against, and where they are basically starting.
  18. Hi Again, Thanks for the quick add..every little bit of randomess just adds to the long term replayability for me! I understand the random opponents mod is probably not a quickie add. If you get a chance later that would be fantastic. It is always better to not know who/where they are probably starting, as it influences your exploration patterns. As an aside from that. Do all the combatants basically start in similar quadrants each new map? A more quickie fix would be to randomly sprinkle the combatants at the start to really shake the start (nothing like having all 3possibly start in the same quartile, and have to fight it out for survival). That could be a starting option possibly. Thanks again for listening! KevinB
  19. Hey Brit, If possible, two (or 3 ) adds to the new game map options would make the game perfect for me. 1) Land mass percentage, have a "random" selection. 2) "Random" for number of opponents. Like selection of "3" would mean up to 3 AI opponents. You seem to have a "recommended" amount of AIs based on map sizes, so you could still "coach" as to the max you would recommend. This would be great, as you never know what to expect when exploring. AI Skill could be just one level (user picks), or you could even throw in a "no better" than selector (i.e. no AI smarter than "Veteran"). 3) Random settings for cities/gold/etc. would be icing on the cake! Thanks for listening, Kevin
  20. I was wanting to buy EOS, but was waiting to see a little improvement on the random map generator, and the AI tweaks. Thanks for the continuing improvements. I just ordered my copy. Merry Christmas! Kevin
  21. Yep, not realistic, but very in-line with the original game That aside though, A very enjoyable game.
  22. This is definitely got the ghost (or blood) of Empire in its veins.... My very FIRST destroyer vs. Battleship battle (both undamaged at the start), the Battleship was sunk!
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