aka_Hawk
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Posts
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Posts posted by aka_Hawk
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You can easily set the level of all resources whenever you start a game. In fact, you can set almost any parameter to your liking.
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When creating a road, hold down the left mouse button. Drag your mouse cursor from one land-mass to a second land mass. The road should suddenly appear between the landmasses when your cursor reaches the second landmass. (Note: this only works if the landmasses are relatively close together. I think they have to be within 100 pixels or something - which should be plenty for a bridge.)
Damn! Still not able to do it. I've tried on both random and custom created maps (to make sure the islands are close enough). It just draws down to the waterline then stop.
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Yes, seems to work fine now!
How do you build roads across water? The road tool doesn't seem to want to connect across bodies of water.
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Sounds great!
...I can send you a copy of the last executable if you want to run a test.I'd be happy to help testing whenever you need it! I'll PM you my email for future referense.
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I am getting a strange error in the map editor now. When resetting the map size, I get some graphical glitches on the map. Small chessboard like patterns in the bottom part of the map as shown here:
If I then try to generate a new random map, the exe file just stops working ("Empires Of Steel executable has stoped working. Windows is looking for a solution to the problem"). Also, when readjusting the map size, the max/min values of the scrollbar controls don't change. You have to resize the window to update them.
When starting a game and using random generated map, everything seems to be working ok, regardless of map size.
Now, I have just upgraded my computer, so I am not sure if this problem is due to the new patch or my rig. It's Win7 64 bit and it has a ATI Radeon HD 5900 graphics card.
I have a +200 Mb dumpfile (generated manually from the Task Manager) if you're interested?
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Nice! Is this best suited for playing human vs human or vs AI, or equally suited?
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Also, the auto-naming of units will change based on which nation you select (at least for some of them).
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I think I remember from somewhere that the AI is allowed to cheat on veteran/elite mode by being able to see all units regardless of range. Wasn't it so Brit, or did I misunderstand?
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Nice! I'm looking forward to try this.
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Since we've never had battleships or carriers, I took the liberty of inventing some names. I also changed a few other tings. This works well enough:
*Flag=Norway
*Category=Infantry
[100NUMBER]. infanteri
*Category=Paratroopers
[100NUMBER]. fallskjermjeger
*Category=Artillery
[100NUMBER]. artilleri
*Category=Tanks
[100NUMBER]. stridsvogn
*Category=AntiAircraft Weapons
[100NUMBER]. luftvern
*Category=Fighter Aircraft
[100NUMBER]. jagerflyskvadron
*Category=Transport Aircraft
[100NUMBER]. lufttransport
*Category=Spy Planes
[100NUMBER]. spionfly
*Category=Tactical Bombers
[100NUMBER]. taktiske bombeflyskvadron
*Category=Strategic Bombers
[100NUMBER]. strategiske bombeflyskvadron
*Category=Aircraft Carriers,Battleships,Cruisers
KNM Norge
KNM Eidsvoll
KNM Tordenskjold
KNM Harald Hårfagre
KNM Bjørgvin
KNM Nidaros
KNM Odin
KNM Thor
KNM Frøya
KNM Mjølner
KNM Brage
KNM Viking
KNM Sleipner
KNM Sverd
KNM Øks
KNM Skjold
KNM Hammer
KNM Kniv
KNM Kong Sverre
KNM Kong Olav
KNM Rjukan
KNM Storm
*Category=Submarines
KNM Ula
KNM Utsira
KNM Utstein
KNM Utvær
KNM Uthaug
KNM Uredd
*Category=Destroyers
KNM Draug
KNM Troll
KNM Garm
KNM Sleipner
KNM Gyller
KNM Æger
KNM Svenner
KNM Stord
KNM Oslo
KNM Bergen
KNM Trondheim
KNM Stavanger
KNM Tromsø
KNM Ålesund
KNM Svalbard
KNM Harstad
KNM Agder
KNM Lafjord
KNM Pil
*Category=Transports
TS-[100NUMBER]
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Great! I'm currently out of town, but I'll take a look at it when I get back.
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Great patch!
I just remembered; I discovered a small bug a while ago.
The city list doesn't show all the units in a city. It clips the image far to early:
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Some information regarding Norwegian type names.
First of all, Norwegian ordinals are written with the numerical followed by a single dot. E.g. "1st" is "1.", "2nd" is "2." etc. Second, we always use the echelon so e.g. saying "1st Infantry" or "3rd Armor" in Norwegian sounds very strange, but what the heck.
Militia - Milits Infantry - Infanteri Paratroopers - Fallskjermjeger Artillery - Artilleri Flak (any type) - Luftvern (an anti-air vehicle could be "Mekanisert luftvern", i.e. mechanized anti-air) Tank - Stridsvogn Missile Launcher - Missilkjøretøy (? no good Norwegian word, we would probably use the English term Missile Launcher) Missile - Missil (sometimes Rakett from Rocket) Medium Range Missile - Mellomdistansemissil (or Mellomdistanserakett) Nuclear - Nukleær, but in regards to weapon we mostly use Atom, e.g. Atombombe (atom bomb) Cruise Missile - Kryssermissil Drone Missile - Dronemissil (?) Zeppelin - Luftskip Biplan - Dobbeltdekker Fighter - Jagerflyskvadron (Actually Jagerfly but here it will sound much more correct to add "squadron" in Norwegian) Jet Fighter - Jagerflyskvadron (Actually Jetjager, but we would still use "Jagerflyskvadron") UAV Fighter - Fjernstyrte Jagerflyskvadron Tactical Bomber - Taktiske bombeflyskvadron UAV Tactical bomber - Fjernstyrte taktiske bombeflyskvadron Bomber - Strategiske bombeflyskvadron UAV Bomber - Fjerntysrte strategiske bombeflyskvadron Satelite - Satelitt Attack Satelite - Angrepssatelitt Transport - Transport Destroyer - Jager (but Destroyer is also used) Submarine - Ubåt Cruiser - Krysser Battleship - Slagskip Carrier - Hangarskip
Examples:
1. Infanteri
28. Stridsvogn
331. Jagerflyskvadron
63. Luftvern
Regarding ship names; we use KNM instead of HMS, e.g. "KNM Sleipner". For a list of Norwegian warships you can check out http://no.wikipedia.org/wiki/Liste_over_den_Kongelige_Norske_Marines_skip
Feel free to contact me directly if you want more info or have questions.
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Cool! I will try to set up all the relevant Norwegian terms and naming conventions.
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Very nice! Also, a link to Normandy photos is near the bottom of that page.
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Yeah, it's not very intuitive. I wrote a short how-to for setting up and joining multiplayer games.
We use Skype in our games, and I haven't noticed any lag problems there.
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(two posts due to max-5-images rule )
6. Both players have connected to the game room.
7. Player Hawk set the game parameters, and add player test.
8. Both players have been assigned to the game.
9. Both players must now click on the Accept Settings button.
Barring any connection problems, the game should now start.
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Here is a short guide on how to set up and join a multiplayer game. The steps are the same for both internet and LAN games.
Player Hawk is setting up the game, while player test is joining.
1. Log on to your multiplayer account. Create one if you don't have one.
2. Start an internet game (or LAN).
3. You will now be in the lobby.
4. Player Hawk creates a new game.
5. Player test can join by clicking on the info line in the lobby.
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Did you assign him as a player?
(from one of my saved multiplayer games, your screen will of course look different)
There should be an Accept button at the bottom of the screen:
NB! All players must press this in order to start the game.
I haven't tried multiplayer in the demo, but I can definitly confirm that it works just fine in the full version!
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Ah, roger that!
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I tried to add a new snd file to the data\sound\ folder, but that crashed the program. Is it not possible to add new sound effects?
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* Some things you can't do in the rules-editor:
You cannot add your own images or animations. (But, I'd like to add this.)
You cannot do this in the editor, but you can by creating new folders and files in the ..\data\images\units\ folder of EoS.
Here are a couple of examples.
(new infantry unit to the right)
This was simply done by copying the entire ..\data\images\units\infantry folder to ..\data\images\units\infantry2, and then batch process all the png files in Paint Shop Pro in order to change the color of all the files. This means I also get to keep all the nice animations. NB! I found out that it was smart to rename the files as well, since having the same name as the original files seemed to confuse the program in the Rulset Editor. The _ImageDesc.unit file had to be updated with the new names as well.
Here I just tried to create some boardgame style counters with standard Nato symbols. They look crappy, but you get the idea.
Of course, I cannot create new ruleset and then distribute it because other don't have these new graphics, but I am confident Brit will make that possible in the editor eventually.
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Ok so I did it. I bought the game. I was meaning to buy, I have money, I got authorisation from my finance minister and so here it is.
My first task was to make a beer and pretzels ruleset. It is uploaded as a beta version on the share server in the game.
Hey, neat! I took it for a spin and the AI seems to be doing a good job so far. It does spend unnecessary time grabbing resources, but otherwise it seems ok (in my short test). Great ruleset!
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Many very good comments here, Elmar! I especially agree about the news section of the webpage, which is the first potentially new customers see. Brit, you need a start page with more ... gusto! Something that immediatly gets new people hooked.
In regards to realtime multiplayer, it's a breeze to start a game, playe a few turns, exit and then pick up at a later stage. A friend of mine and I are doing just that, since we both have bussy schedules. When we see each other online on Skype, we quickly find out if we have time for a couple of rounds there and then. No problem!
I do however see that playing multiplayer with several people would perhaps not be so easy that way, so a better pbem option would be great for bigger games.
Diplomacy?? and more forums
in Empires of Steel
Posted
You can trade with the AI and give it good deals to improve standings, but it will not form an alliance with you (it would be to easy to manipulate the AI for a human player).
Unfortunately, the full game hasn't more online players in the lobby. I guess most of us who play online, play with friends or coordinate play sessions outside the lobby.