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Re: Psst, over here, I got the latest patch status... shhhh
My interpretation of what is written there:
I think the "random" player order will only really apply in battles which feature 3 or more empires. In those cases, the defender(s) will be first in the turn order (presumably in random order if there is more than one) and the attacker(s) will be randomly distributed at the end. In 2-empire battles, it will just be defender first, attacker, defender, attacker, defender... I think this is a satisfactory solution. Aftr all, it is always easier to defnd trhan to attack. ------------------ SE4 Code: L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G- /SE4 Code Go to my meagre SEIV pages to generate your own code. |
Re: Psst, over here, I got the latest patch status... shhhh
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR> If anyone recognizes that as their suggestion, please let us know what that means. They seem to be contradictory to me.<HR></BLOCKQUOTE>
I think it was point 5 and point 8 of my bug list: 5.) Multiplayer In a multiplayer battle the topmost player of the player list will always move and fire first in a battle. To be added Last to a game (and therefore be at the bottom of the list) is a huge disadvantage in a multiplayer warp point battle. Solution: A solution would be to make the defenders (i.e. all ships already present in the sector) always move and fire first. If more then one "defender" is present, let the first "mover" be chosen randomly. 8.) Passwords It would be great to have the ability to reset a players password as the game master. sometimes players forget about their passwords, others leave the PBW-Server without leaving their password. |
Re: Psst, over here, I got the latest patch status... shhhh
well It's allmost a year that I got this game I am glad that they are going to finally have the defender move/fire first I think It's about time. I belive I brought this up way back in december of 2000 before the dark times arrive in my personal life.Well now that is over It's time to go back to my favorite hobby 4 X gameing I can't waite for the next patch
And I wante to thank everone for the mods that they give to this game and I'm sorry about my bad english. I am working at It. |
Re: Psst, over here, I got the latest patch status... shhhh
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>
Originally posted by Slaughtermeyer: With the reset password option, would it now be possible for a race that originally started a PBW game as an AI race to be taken over by a human player?<HR></BLOCKQUOTE> <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Puke: now there is an idea with potential. recreate the old 'neutral challenge' in multiplayer mode. assign players to computer generated neutral races, populate the quad with high bonus 5000 point AIs, and see who survives.<HR></BLOCKQUOTE>Well it's possible, but it would take some work. PBW does not allow you to add players to a game after it starts. What you would have to do is save the game, start a new PBW game with the additional player spots, and upload the current game as the new game's first turn. Geoschmo [This message has been edited by geoschmo (edited 16 October 2001).] |
Re: Psst, over here, I got the latest patch status... shhhh
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Slaughtermeyer:
With the reset password option, would it now be possible for a race that originally started a PBW game as an AI race to be taken over by a human player?<HR></BLOCKQUOTE> It dawned on me though that you relly don't need the password reset option to do this though. The AI passwords have always been resettable. The reasaon for the new feature is because human players in games change their passwords and either forget what they set it to, or leave the game and don't bother to tell the owner or new player what they set it to. Geo |
Re: Psst, over here, I got the latest patch status... shhhh
I sent a suggestion in a couple days ago asking to change the initiative. I guess enough of us asked to finally convinced him to change it. I did suggest randomizing order for movement and combat, but also suggest that he consider having a defender always move first.
My interpretation of the defender clause is that when determining movement order, all defenders move before any attackers where a defender is defined as the non moving fleet. Movemement appears to be on a fleet by fleet basis, so if two fleets move into the same system, the first one will trigger combat (moving Last in combat) and those already there will qualify as defenders. If a player is already there and changes his treaty, he may qualify as a defender if his fleet is not the one that is currently executing its orders. In other worlds, I would view this as all fleets move in random order, except the currently executing fleet which moves Last. This will be a big improvement. Now we can start lobbying for a more complicated initiative system that uses experience, race, and technology to modify the initiative determination process. Maybe formerly cloaked ships or ships coming through a warp point can sometimes seize the initiate and go first in a battle. At least this new change makes things equal for all players! |
Re: Psst, over here, I got the latest patch status... shhhh
Tampa Gamer is absolutely right. MM has done a great job of sending out patches, and has taken the gaming communities suggestions, wants and wishes into account.
The initiative thing is a great improvement. Sure, I'd love to see ship (or fleet) manouverability taken into account (ship movement/ship mass)... but let's face it, this is amongst the best 4x games of all time, and in terms of intertainment/$ it just can't be beat! -Jimbob |
Re: Psst, over here, I got the latest patch status... shhhh
Nice. Ooh, the anticipation... http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif
------------------ -- The thing that goes bump in the night |
Re: Psst, over here, I got the latest patch status... shhhh
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Sure, I'd love to see ship (or fleet) manouverability taken into account (ship movement/ship mass)<HR></BLOCKQUOTE>Already done http://www.shrapnelgames.com/ubb/images/icons/icon7.gif See P&Nv2, or some of the other recent component mods.
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Re: Psst, over here, I got the latest patch status... shhhh
Version 1.48:
1. Fixed - Reseting a player's password would cause a crash when the host processed the turn. 2. Fixed - Added a bit more randomness to the reset password. 3. Fixed - The Scrap window's ship list would jump to the top after an order was executed. 4. Fixed - The prevent AI use during Simultaneous games option was not fully preventative. 5. Fixed - Minor text problems in the AI Speech script. 6. Fixed - Improved the AI's ability to decide whether to attack or not. 7. Fixed - You cannot open a warp point into the same system that it originates from. 8. Fixed - Designs loaded with an empire will have their values recomputed with the current game. Designs which are not valid for the current game will not be loaded. 9. Added - Added a selection of whether you wish to save your designs with your empire when you save your empire. 10. Changed - Changed the AI strategy for satellites and weapon platforms. |
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