Good to see this game is getting a breath of new life. Very fun. Addicting even.
Around that time, I worked in another town and had a couple friends who worked there with me. We all played the game over the local telephone lines...two at a time. If I remember correctly, we could chat with a line at the top of the screen and we would chat and play for hours...sometimes late even on work nights and sometimes all weekend if things permitted. That was before any of the big MMORPGs. The "How to play" wasn't too hard although strategy took a bit of getting used to...especially against other humans. GREAT fun !!!
Gday there, thanks for the updated manual. In game when a city is captured the units inside are destroyed. Are the units listed (eg 1CR, 2AR). It's always satisfying to know what units were destroyed when they are caught in a city. I did see in one of your videos that the number of units destroyed is listed quite boldly, which is a good improvement over previous versions. Cheers David
I was thinking that since we captured the city, we would see the destroyed units (eg.burnt out AR, half submerged TR, routed IN) and know exactly what we destroyed. Just hoping.
Wow, sounds great. Have converted video to audio so I can listen to your "Dynamic character" commentary 😁 while driving! So looking forward to it. Thanks for the clarifications Mark. It will be a pleasure to play from the looks of it. Cheers
PS. I experimented with the difficulty level in the Mobile edition (EDEE has a % input)
Normal difficult BB = 60 turns
Adv 1 = 45 turns
Adv 2 = 30 turns
Adv 3 = 15 turns
Checked out the Steam store! Looks great. You're going great guns. Cheers
"MY habit before the box was to just send it way out in a dir until the warning came up, which is also probably why you saw them a lot."
Yeah, that's something I was watching you do-- you had me literally wincing!
I am very conscious of fuel limits and I don't need annoying messages obscuring the map. This is why I use Patrol mode for planes, or when transporting them to the front along a movement path, I make sure cities are within fuel distance.
Warnings are important but veteran players really don't need them. IMHO, all you need is a global Squelch Warnings messages command, or a dialog with warning checkboxes.
OK, so the AI isn't a simple " One size fits all"- Got it. I've played some EDEE and mobile edition in the last couple of weeks (2 games of each) and I haven't noticed the AI's AC using fighters for projecting air power/ convoy screening (The AI did build them). Is that the sort of tactic you are hoping to be added by the community? Also in EDEE the AI used AA and artillery to some effect, which was challenging.
So how much has changed since your last video (Sep 23)? Meaning, have the Testers prompted you to make any more changes? Following that- If there are changes is a video coming, or are you waiting for the big unveil on release?
Well, from the perspective of "the game" (rules, units, etc), there have only been tweaks to the enhanced set. These are due to rare combat situations. The enhanced set is a little different in that supply is now abstracted (no supply unit) and there is no movement capture combat. It is kill only (except for city capture of course).
From the perspective of the interface, a great deal has changed since the KS. Not the whole look, but many more commands have been added, other data is customization has been presented. Yes, I do need to do a stream for this.
I wish I had the chops to help on AI, Mark. Alas, my brilliance lies in UX and information design.-- when I'm not editing film.
P S. In addition to my last questions is weather still included in EDCE as it is in EDEE?
Unfortunately, there were issues with the weather rules that made them unfair, and weather would have complicated the game to where I left it on the cutting room floor for the moment. So short answer is no weather rules currently.
No sure I follow the question, but Specialty Cities produce a particular specified unit type type of city faster, and others less than normal. The actual speed depends on the "Efficiency" of the city. So to get the specialty bonus that city must produce. Be aware that capturing a city also reduces the efficiency by 10%. The city not producing anything is how it regains efficiency.
I'm asking if a Specialty City, when I capture it, can be made able to produce the very same units produced by the enemy , using the enemy's former plants and equipment located there-- because of strategic bombing to preserve infrastructure! This provides a real incentive to capture certain cities over others! I guess I'm asking if there's a legacy value to capturing a Specialty City. A legacy game somehow informs current play with previous play history. Providing the concept of a Speciality City, you've already laid pipe for it, so it came to mind. All existing Efficiency rules can apply, even reduced efficiency of 10%, but perhaps restoring production of a unit the city was known for should provide a faster than usual ramp up in efficiency which makes such captures a real lure, not to mention a mine field and patrols for protection.
ah I see - There's no history of production when capturing a city. When you take a city, you review the production, but it is reset to nothing and you make adjustments from there. There's no bonus for producing what was produced before. So you don't get to piggy back on production time already spent. But if a city is marked as a specialty for a certain unit type, that specialty is not lost on capture. So you would still get the percentage advantage/disadvantage depending on what you decide to produce there.