Compliments and complants

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jonrio
Greenhorn
Posts: 7
Joined: 22 Jun 2009, 02:37

Re: Compliments and complants

Post by jonrio »

why cant you limit the multiplayer game speed :stressed: :scream: people are running me over
guest

Re: Compliments and complants

Post by guest »

I haven't played this game for a long time, I knew about you guys working on this, but just recently played some again. Absolutely fantastic! Many thanks for all the hard work! I haven't really read about all the details, but It seems to me the unit path-finding works a LOT better than I remember it. I hope you get that old map converter utility working too. I do have some suggestions (just my little nit picks), if somebody's suggested these before, I haven't seen it, maybe I just haven't found out how:

1) Sometimes at the end of the game you just want to roam around awhile and explore your vasty kingdom. If there were a key combo to get rid of that annoying spinning that would be great.

2) When you attach units to a commander (not straight from factory, but afterward) that precludes attaching another unit later. First you have to remove all units, then gather up all the units + new ones, then reattach to commander. Trying to just add one new unit automatically selects the commander's group instead. Which is annoying. Maybe you don't want to make it automatically add new units, since then you might do it accidentally. But if there were a key mapping to do this, that would be nice.

3) Setting speed-up values faster than 1.5x would be nice too, I'd like to see 2 or 3x, although disable during campaign so you don't just use it to stockpile power during untimed missions.

I did have one scenario where a unit got stuck on nice flat ground, wouldn't move. Saved game, reloaded, and it un-stuck and worked. So probably not any useful debug info there, but I thought I'd mention it.

Again, thanks for the passion for this great game!
guest

Re: Compliments and complants

Post by guest »

Oh ya, forget one other suggestion, although this might be a little more work to implement, maybe not too much...

4) There's a map called "AI Assault" (I think), where 4 players have a shared base at the center. I gather, you're meant to play with 4 humans taking the corners, and make the 4 AI in the center one team. Which looks interesting. But if you only have 2 humans playing (I play with a friend of mine), then there's no way I can see to set which 'number' is which AI. I guess you could make all 6 AI players be one team, but it'd be nice if you could also see which 'number' an AI is going to use, and set the teams accordingly. Maybe you can already do this, but I don't see how.

By the way, being able to set where the human players start is one nice little detail improvement over the original which I really appreciate.
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Zarel
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Posts: 5770
Joined: 03 Jan 2008, 23:35
Location: Minnesota, USA
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Re: Compliments and complants

Post by Zarel »

guest wrote:I haven't played this game for a long time, I knew about you guys working on this, but just recently played some again. Absolutely fantastic! Many thanks for all the hard work! I haven't really read about all the details, but It seems to me the unit path-finding works a LOT better than I remember it. I hope you get that old map converter utility working too. I do have some suggestions (just my little nit picks), if somebody's suggested these before, I haven't seen it, maybe I just haven't found out how:

1) Sometimes at the end of the game you just want to roam around awhile and explore your vasty kingdom. If there were a key combo to get rid of that annoying spinning that would be great.

2) When you attach units to a commander (not straight from factory, but afterward) that precludes attaching another unit later. First you have to remove all units, then gather up all the units + new ones, then reattach to commander. Trying to just add one new unit automatically selects the commander's group instead. Which is annoying. Maybe you don't want to make it automatically add new units, since then you might do it accidentally. But if there were a key mapping to do this, that would be nice.

3) Setting speed-up values faster than 1.5x would be nice too, I'd like to see 2 or 3x, although disable during campaign so you don't just use it to stockpile power during untimed missions.

I did have one scenario where a unit got stuck on nice flat ground, wouldn't move. Saved game, reloaded, and it un-stuck and worked. So probably not any useful debug info there, but I thought I'd mention it.

4) There's a map called "AI Assault" (I think), where 4 players have a shared base at the center. I gather, you're meant to play with 4 humans taking the corners, and make the 4 AI in the center one team. Which looks interesting. But if you only have 2 humans playing (I play with a friend of mine), then there's no way I can see to set which 'number' is which AI. I guess you could make all 6 AI players be one team, but it'd be nice if you could also see which 'number' an AI is going to use, and set the teams accordingly. Maybe you can already do this, but I don't see how.

By the way, being able to set where the human players start is one nice little detail improvement over the original which I really appreciate.
1) Already done
2) ...no, it doesn't. If trying to add a new unit does nothing but select the commander's group, it's probably just at maximum capacity already (there may be a bug that displays a commander's capacity at 2 higher than what it actually is)
3) 2x or 3x is a bit drastic... no.
4) No, you're meant to play with 4 humans in the center, and have the 4 AIs in the corners assault you. Which number corresponds to which AI is in numerical order, skipping the ones the human players have taken. The original game did the same thing (and let you choose starting position). It didn't number the starting positions on the map previews, though, which was kind of annoying.
guest

Re: Compliments and complants

Post by guest »

Ah, I see you're right about selecting commanders, thanks for the reply. That saved game with the unresponsive unit has a bug in it. The unit became responsive when the save game was reloaded, but wouldn't attach to the commander. The commander was definitely within the limit, and it would attach after removing some others first (and all the just removed ones did too).
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