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| Empires of Steel Discussion forum for the turn based game of world domination, Empires of Steel. |
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#1
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- Changed the unitset for more predictable, more regular combat results
--- This was done by doubling the HP of all units and doubling the hit chances ----- Some effects: ------- Fewer surprises from combat ("I lost three infantry against his militia") ------- Combat time is more average (fewer very short or very long combat times). ------- Repair rates are the same, so repair effectively takes twice as long - Doubling the HP of aircraft means that they can be damaged. --- The "airbase" city-improvement repairs aircraft (1 HP / 2 turns) --- Aircraft carriers can repair aircraft. --- Airfields cannot repair aircraft. - Made aircraft attacks more predictable (strategic bombers go after city improvements, etc) - Tweaked some of the combat numbers - Increased the cost of building airfields from $20 to $32 - Added a x0.3 turn-replay speed - During the city-needs-orders popup phase, I moved the build window to the left side of the application, centered the visible map on the city - Added a button to trigger city-needs-orders popups - Added player restrictions to the scenario editor (cannot offer or accept peace, cannot declare war) - Added functionality to the Combat Simulator to handle ranged-combat - Added map labels - Added 'rounder' continents (listed as "Large Continents" in the game) - There are now three (optional) victory conditions: capture all cities (only player/team with cities left), capture 90% of the population, capture 80% of the population - Fixed some upload/download problems
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EmpiresOfSteel.com - AtomicboySoftware.com - twitter.com/EmpiresOfSteel - Facebook: Empires Of Steel |
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#2
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Thank you so very much!
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木髭<br />ДеревоБорода |
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#3
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edit. A tiny bug - Airbases don't seem to be buildable? They exist, according to the Help book, and have no prereqs, but are not buildable.
Another awesome upgrade. EoS is getting more powerful every day ;D. GJ! Edit. The Large Continents are very nice. Thanks a lot for this. It was really a dreadful thought that battleships would be the winning thing on all random maps... ![]() This update is a huge leap forward I say. Except for more Ruleset Editor capabilities (which are all welcome) I can't think of any other mechanic improvement right now. There are only some Ruleset tweaks that could help a lot (buff aircraft, buff subs, differentiate the research trees a bit... stuff like that), but that's of lesser inportance. I'm very happy with the combat tweaks... I was tired of sweating like a horse every time I sent a Cruiser against a destroyer, a tank against a militia and the like. edit edit - altogether, you deserve a hug, Brit ;D Last edited by N3rull : 11-06-2009 at 10:39 PM. |
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#4
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Quote:
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EmpiresOfSteel.com - AtomicboySoftware.com - twitter.com/EmpiresOfSteel - Facebook: Empires Of Steel |
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#5
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One note: "X damage" units (I checked cruise missiles only as of yet) seem to be broken after the patch. (well, not really broken, just their effectiveness nerfed by 50%)
E.g. Cruise missiles used to be the only somewhat effective counter to battleships, excluding the obvious one - more battleships. You could send two and if your guess was right and the missiles found their target, they could effectively eliminate a careless BB. Right now it takes four cruise missiles, which makes it hardly worth the hassle - you have to send double the previous amount of missiles (4 cruise missiles ~ 2/3 of a BB) for certain death, not being sure if the target doesn't move an inch and all your missiles don't just run out of fuel without hitting anything. Needless to say that if one is shot down and the ship returns home with 2 hit points... you've just wasted quite a lot of money. In general, please consider giving the official 1900-2030 ruleset a final balancing touch in one of the upcoming patches, that would address the issues: - weak aircraft => useless anti-air units - dominating BBs (dominating everything - seas, air and anything that happens to be in range on the ground, which includes most cities on Demomap and all random maps except the Large Continents ones) - cost-ineffective subs - accidentally (?) nerfed missiles, possibly along with all fixed-damage units (didn't check nukes et al). ... of course, those are issues in my opinion, any or all may not agree. Last edited by N3rull : 11-07-2009 at 04:32 PM. |
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#6
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I have buld 2 air bases, one on a road and another in the open.
It also did not want to start a build if the area was tight but it did allow me to select an area. Will check this again.
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Boris Balaban |
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#7
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Boris Balaban |
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#8
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I'm talking about those new airBASES, not the airFIELDS we've all seen a zillion times by now.
Last edited by N3rull : 11-07-2009 at 06:08 PM. |
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#9
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Yea great patch, just the missles and nukes need to increase their damage by 25-50% because of the HP buff, which was needed
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#10
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Yup, you're right. It looks like I forgot to set it as 'initially buildable' and it's not in the tech tree.
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EmpiresOfSteel.com - AtomicboySoftware.com - twitter.com/EmpiresOfSteel - Facebook: Empires Of Steel |
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