waltero Posted July 17, 2004 Share Posted July 17, 2004 I would like to see a timer option and the AI kick in when a player drops for good. As well as A replay for every turn. Maybe a bell when it is your turn SC is a long game and alot of the time The axis will move for an Hour or so and the allies (UK) will take his move in two seconds. (5 player game needs a turn timer) And the auto save sucks! I can not host a game. so I get the raw end of every game (usually when I play cowardly fuznucks) they do not like the way the turn came out so they discnct and I have to do it all over! Having allies might suck at times! they do get mad at each other and might throw the game away just for spite (not to mention the diconcts)! Hope the allied player can take controll of lost (discnted) player. SC is a long game! It is ok to be long as long as it goes at a good clip. [ July 17, 2004, 04:04 PM: Message edited by: waltero ] Link to comment Share on other sites More sharing options...
SeaMonkey Posted July 17, 2004 Share Posted July 17, 2004 Waltero,....a word of advice....be a little more selective who you pick for an opponent(s). Link to comment Share on other sites More sharing options...
waltero Posted July 28, 2004 Author Share Posted July 28, 2004 Maybe unit placement? when a DOW is commited we should be able to place the new country's units. Link to comment Share on other sites More sharing options...
jon_j_rambo Posted August 3, 2004 Share Posted August 3, 2004 I agree with all the comments in this thread: 1) Timers 2) Pick opponenets wisely 3) DOW countries can pick their own setups. Link to comment Share on other sites More sharing options...
Edwin P. Posted August 3, 2004 Share Posted August 3, 2004 DOW countries can pick their own setups? You mean, you declare war on turn 1, your opponent places the neutral nation's units on his turn and then you attack the DOW'd nation on on turn 2? Not practical with the current game engine if playing by Email. [ August 02, 2004, 08:21 PM: Message edited by: Edwin P. ] Link to comment Share on other sites More sharing options...
jon_j_rambo Posted August 3, 2004 Share Posted August 3, 2004 @Eddie --- good point for PBEM players! Guess the TCP/IP people want options! Link to comment Share on other sites More sharing options...
John DiFool the 2nd Posted August 3, 2004 Share Posted August 3, 2004 I believe my solution was the DoW wouldn't become known to the declared-on player until his turn was almost over: there would be in other words a final phase of a turn after a player had already done everything else with the _active_ powers he controls. Hence, after he hits his "end turn" button, the game engine checks to see if the opposing side made any DoWs, and if so, the declared-upon player would then get a chance to set up the country or countries being attacked in a final, "extra" phase. This would prevent the declared upon player from reacting a turn early with his active forces, say moving them into the beseiged country, which would give him the initiative in the upcoming campaign (a bad, nonsensical thing of course). Link to comment Share on other sites More sharing options...
Edwin P. Posted August 3, 2004 Share Posted August 3, 2004 I am still confused, as the attacking player normally attacks on the same turn that he issues a DOW. John, could you elucidate on your concept. = ah, I understand, an extra phrase before the end of your turn. The only thing I have against this is that any good player will place - for example - all Greek units around the capital - or all Swedish units around the capital. [ August 03, 2004, 03:52 PM: Message edited by: Edwin P. ] Link to comment Share on other sites More sharing options...
jon_j_rambo Posted August 4, 2004 Share Posted August 4, 2004 Sounds like he wants DOW one turn, invasion the next. Link to comment Share on other sites More sharing options...
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