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N3rull

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Everything posted by N3rull

  1. We have Oil Refineries. ... heeeeeyyy, wouldn't that solve the Food issue if there was a building, say, "Food Storage" that did the very same thing to Food what Refineries do to Oil? Ad. Brit - no they're not, I'm a poor artist. But I guess they show better what I made unclear using words.
  2. I think they receive just one 'tick' of combat. I have been using aircraft a bit more recently. You can build aircraft fast, they're relatively cheap and move around very fast. I don't have a quarrel with their effectiveness against tanks and infantry anymore. I still think artillery is a bit too good vs. aircraft. At the same time, FLAK/SAM and ships totally annihilate aircraft, which makes aircraft a tactical use force for surprise attacks. That's some way to put aircraft in the game.
  3. Another suggestion. The current DemoMap is getting OMGW00Tedly boring. I've done ~20 games, I know the whole map by heart and I can't really stand those islands anymore ;D. It is my suggestion, kind request and personal hope that at least one more map is added sometime soon. PWEASE?
  4. Uhh... no, unlikely. The BETA will end on 31. October. However long it will take Brit to fix what he finds is unknown. If all goes well and the game is truly ready, then I believe ~1 week into November is likely going to be the date. If Brit finds some bugs though, it may take longer.
  5. From what I've seen, combat happens a few times per turn, each time the damage is rolled again. Every unit shoots a number of times and each shot will have its own consequences. I believe it's something like one shot every 0.25 turns. I'm not sure how aircraft handle it. Do they attack whenever they fly over a unit or they too have will only attack if 0.25 turns had passed from the previous attack. Or am I completely off?
  6. I do understand the difference and I already said I don't care if the option is there or not. Some of the posts, however, indicate that you (as in: some of you forum users) WANT this game simplified to fit the role of a refreshed Empire. Let's drop it. Brit's gonna make EoS an ownage anyway.
  7. Easy? Select transport with a unit, r-click right next to the city (so that the magic yellow circle appears), select infantry/whatever that's on board, r-click the circle and CTRL+rclick the city. Transport lands, units immdiately get out and capture the city. If that's what you wanted.
  8. So as not to make another thread: Brit, please give the random map generator another level of island sizes or make continents bigger on bigger maps. I have generated four Continents type maps on biggest possible size and all those maps were, in fact, small islands connected with land bridges. They were all big, but very thin, which means that most of their important territory would be in range of battleships' weapons. I would expect that at least this final level of island sizes would force the player to make some sort of land warfare, employ tactics and artillery etc. This is what it looked like when I generated a "continents" type map of the biggest possible size: http://img22.imageshack.us/i/likethisq.jpg/ This is what I would expect: http://img22.imageshack.us/i/likethatx.jpg/ This is not a burning issue, of course, since we can make our own maps. But if you have a moment to tweak the generator a bit and it won't take too much time, please take a look at it.
  9. I agree - ruleset editor is an awesome feature. Being stuck with the current two rulesets would become quite boring over some time. Not that they're messed up or something. It's just that it would be the same game every time. Ruleset editor is one of the things that will likely make EoS grand. New rulesets might let you play EoS over and over again, with the feeling that you're playing a different game every time. edit. diesel, your experience of playing wargames may be reaching out to the pyramids, but times change. *Many* people who played Empire don't play at all anymore, while a vast majority of the current pool of players aren't getting their super-hyped graphics cards for no reason. They would laugh at EoS graphics before they got to know it. Games move on. You can't make a new game that is not a big step forward from the one it is based upon. EoS has a very basic graphical side. If not for the powerful engine, the ruleset and map editors which allow you to remake the game from its ground up, EoS would never break through. Empire fans would stay with Empire, other people would go glare at the awesome Empire:Total War graphics and learn new ways of exploiting the retarded AI there. You have to move forward. Brit is moving EoS forward. He can't go anywhere else.
  10. Do you know you can just launch the 1940 ruleset, or will be able to make your own ruleset, with no technologies at all?
  11. The first page of tutorial says:
  12. Do you have any idea how hard or easy it is to code what you want? Do you even know anything about coding? Do you know how hard it can be to change a simple program so that it can store numbers with not 52/53, but say 60 bits of significand? The first can be done on doubles, the latter can not. Some functions called in the code may be designed to handle doubles, not larger variable types. And so on. I don't know how hard it is. Maybe it can just be done with the ruleset editor. Or maybe resources are called in a thousand lines of code and it would take a lot of time to make a workaround. I'm trying to make you see that what you think is easy and obvious may be a thousand miles from easy from the programmer's point of view. BUT, if EDE is what you really want to play, I'm not chaining you to this site.
  13. If the Developer has to spend a week on rewriting the game so that it can run without stuff he initially took for granted (resources, for instance), then this week is the time the said Developer will not spend on fixing bugs, improving stability, A.I. and so on. The same about adding a ton of sophisticated features that won't help much anyway. I have seen a f***load of games that were crashing like mad or had imbecile AI because the devs wanted to add a dozen more gadgets instead of actually making sure the game WORKED. As I said as well, if Brit can give you the option you want so badly in an hour or two, so be it. DILLIGAFF.
  14. There is no 'automated' way that I know of. The only help you can get is that when you right-click somewhere to order your units to go there and you hover the pointer over that circle that pops up, a tooltip will show indicating how long it will take the units to get there. Select a point where both ships will take less than a turn to get to and which is on the way to the destination for the slower/further ship. And I'm no EoS expert, I'm just a casual noob with some innate curiosity for learning stuff. And a Maths student with a forged tendency for optimizing stuff.
  15. With all due respect, that's what you're trying to do. "Resources are an annoyance", "they need to be optional". You're trying to force Brit to make the game so you can have your Empire all over again. All I'm saying is that Brit made a very nice game as it is, let's not make him screw it up.
  16. Rich, I understand you may not like some things, but don't go around saying stuff like it's the common truth when it's not. I don't think resources are an annoyance. I think they make it interesting. Makes you want to scout, makes you want to move to some islands and capture those resources. Makes you want to defend the map. War isn't about defending 3 cities, it's about controlling the territory, the roads, factories, rails. Resources do very well here. You won't win the war if you put your whole army in a city. Blitzkrieg prove that if you do so, the enemy will take the world from you, cut you off, surround you and defeat you. And this is a wargame. That a wargame acts more like war is just for the better. That said, I believe EoS is about as sophisticated as a hammer once you learn it. If it is possible to make some things adjustable options, so the game can be made as simple as a stick, why not. If Brit can make an option to turn off the resources, diplomacy and trade in an hour, then maybe it's a good idea. But if he is to spend a week on coding that... I'd rather he worked on crashes, failed saves or had a beer. He deserved the latter for sure ;p. Back to resource nodes, I think there is a large gap between controlling resources and managing resource lines, depots and all that. Cities are very important as they are. Units take very long to produce and losing a city is always a hit, not to mention that you've just lost a nice defensive point. All those resource things you've invented would sophisticate the game much more than they would enrich the experience. That's my opinion, of course.
  17. One thing to consider is that AI takes a lot of time to plot orders even if they have a handful of units left with no transports, stuck on two islands with a total of 4 cities under his command.
  18. Ok, maybe it is not dead obvious how to use tansports, but I somehow managed to understand it in a single day. I thought others could as well. Anyway, I believe that the power of this system overwhelms how unintuitive it is. You can, after all, order one infantry unit on a transport to capture 5 islands in a row! Provided you revealed them first, obviously.
  19. Awesome! More or less as I hoped . Thank you very much. If sub sight range is a bug and subs/destroyers/cruisers are supposed to see subs, please consider balancing the submarine's speed so that it can catch at least transport ships. Again, thank you for this informative reply. Now I know exactly which arguments I can use when I wanna make my friends get EoS
  20. I can freely connect to the server and browse available downloads and receive a message that there are no updates. The connection problem is likely on your side. Check firewall, antivirus software (some comes with firewall protection of sorts) and the windows firewall.
  21. Well, as you order your unit to attack the enemy (granted that you had it revealed, i.e. you know what's in there), hover the mouse over the target. A tooltip will pop up next to the mouse cursor and at the bottom of it it says what are the estimated outcomes of the fight (how much damage will be dealt to which units). Remember though that these are very random, i.e. a fight between two equal tank groups will most likely NOT go evenly. I would say that it is more common to see one group wiped completely while the other doesn't take any damage or one tank gets damaged. As I wrote in another thread, I have had my Class3 battleship, C4 Destroyer, C3 sub and a c3 tac bomber all killed in the same round by a DOCKED class 2 battleship of the enemy. So the Forces of Chaos are strong in this game. It is how it should be though, war wasn't usually going all as planned.
  22. Most of what you're complaining about is based on your lack of experience with the game. Or insufficient effort in learning it. Loading/unloading is painfully easy. 1. You send your transport near a shore. You have to right-click near the coastline so a yellow circle appears. 2. Select your infantry or whatever and right-click that yellow circle. 3. Select your transport and CTRL+rightclick wherever you want it to go later. The transport will go to the pickup point, wait for the units, load them and then go about its further orders. Then you can unload the units in the same manner. Rightclick the transport near a shore to create a drop point. Select the onboard infantry unit and rightclick that point to tell them to unload there. Then you can CTRL+rightclick anywhere on the target island and the infantry will unload and go as you want them. I suggest you do the tutorial again and read the Manual that's included with the game. As for: A - you can set patrols with "Repeat Orders" button and a correct Field order. Read the Manual. * B - yeah, this would be good. C - Either as I said above or use Sentry button. Read the Manual. D - rally point; agreed. * Repeat orders seem to be a bit bugged now though, wait for it to be sorted out. Other than that, play some more. Once you've grasped the basics, elaborate on more complex ideas.
  23. The game speed is adjustable - to the left, under the turn number is a "x1" by default. You can change it to x2 or x5.
  24. That may be connected with what others reported as ultra-long turn calculations.
  25. Maybe it isn't? After all, if a submarine isn't sailing anywhere and is just ordered to be there and not move, a Destroyer can pretty much sail over it and never know it's there. Subs are slow and weak. Maybe it's not a bug, because otherwise they would be useless? Finally, maybe there is some default range at which units see each other regardless of whether they can detect one another in the charts. Like a rule that when units get right next to each other, they will reveal themselves. I don't know if the AI has ever made a sub and I don't know if I sailed over it or not. I didn't have the time to check it online. I don't know - so I'm asking. You don't know either. Brit knows.
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