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Posted By: Tully (2003-06-02 07:13:54)
Up until this last graphics library it was impossible (not really I would have had to create seperate bitmap based fonts for each color though.) Now it can be done but is much slower to draw.
The real problem with that is I am working on code to replace "purple" with the player's name. That may or may not get done for 1,0.
| Posted By: Anonymous (2004-09-04 02:47:37)
Hey Tully.
Lou Berger here. Been a while. Can I get a code to play PocketWar past the 150 turns?
My email is LouJBerger@gmail.com
Thanks!
Lou
| Posted By: Anonymous (2004-11-04 10:09:15)
Hey Tully:
Lou here. Thanks for the beta entry into the game. It's come a LONG way since three years ago, when I was playing it for the first time.
Couple of items: The more items show up on the screen, the slower the game goes. I understand why we repaint the screen for every unit on the battlefield, but it really slows down the turns. I find myself generating "expensive" units early in the game, when the repaint isn't so bad, or creating a permanent waypoint WAAAY out in the fog of war and watching that while the units generate.
Of course, that's because my style of play is to set big plays in motion and let it run while the big plays work themselves out. Mike, on the other hand, meticulously places his units individually, thinks through all possible results, then reluctantly pushes the "single turn" arrow. He finishes massive screens in about 200 moves, whereas I go into the thousands of moves.
Another "bug" that I found is that when I create an engineer and assign it a turret of some sort, the next engineer created has that same turret highlighted. It is possible for me to assign a NEW turret in the new engineer, but then there are TWO highlighted turrets in the new engineer. I'm sure that this is easy to fix.
I still occasionally see, also, that when I ungroup a specific unit from a massive group of units, that that unit disappears as if it never existed. I haven't quite figured out how to replicate this, because most of the time it simply ungroups but leaves present the unit.
Anyway, more beta information coming as I get it.
Thanks again, Tully!
Lou Berger
| Posted By: Tully (2004-11-06 08:05:32)
Hey Lou could you attach some saved games so I can take a look at them and try and see whats going on.
| Posted By: Anonymous (2004-11-11 10:43:34)
Hey Tully. No saved games at the moment.
I did notice something else, not sure if it's deliberate. I have a cleared fog of war area roughly shaped like a "C" with a city near the 11 o'clock position of the C and a pilot at the 2 o'clock position. There is a teeny area of black fog of war directly between the pilot and the city, and when I drag the pilot and drop him on the city, the projected path is not THROUGH the fog of war, but around it. So I redropped the pilot just inside the fog of war closest to the pilot but on a straight line to the city, and his advancing wavefront poked a hole in the fog of war, allowing him to go straight to the city.
I assume that this is deliberate, that some units do cut through the fog while others don't. If not, it may be a bug.
Lou
| Posted By: Michael (2004-11-14 20:07:00)
Hey Tully, getting an error message when making a map. See attached. Later Mike.
| Posted By: Tully (2004-11-14 20:39:42)
Lou,
Units will always try to go around areas they dont know about unless you send them into the unknow area, or you set them to explore, or they cant find a route between where they are and where they want to go.
However as they move along their route they will uncover some of the black area and when they happens they may choose to alter their path now that they know what is there.
| Posted By: Tully (2004-11-14 20:41:14)
was mod super troop built with the latest version of the mod maker or is it from an older version. With the latest 1.5 beta I had to build a new mod maker and its and the mods are not backwards compatible.
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