What's this now? I've been thinking about using GalCiv2 to make a few craft for Elegy...Is the vessel art from the old gal civ 2 wing commander ship pack that nobody can seem to find? I've been looking for the packs posted by Midnightrunner back in '09 off and on for a little while now.
I admit that I've managed to spend only a few minutes on your game but I promise that I will give to it lot more time, hopefully, in the upcoming week.
I like your game a lot and I would like to offer some advices. Since Capi is by far the expert on these kind of games I would stick only to some UI points that I've noticed. Excuse me If you have already been noted about any of them but I didn't read the whole thread with detail.
a. I use a monitor with resolution 1920x1080 resolution. On maximize the grid still needs to be scrolled down. I've tested it both on Chrome and Firefox. It would be nice if it fully expanded with the screen.
In addition to that, the grid sprites could also scale up and become bigger as my browser window becomes larger. Maybe using the zooming utility you have already implemented.
b. I could use a timer somewhere up to the task bar to inform me about my time interval on the selected map. Moreover, If we are more than one players on the same map some information on "whose turn to play is" would be great.
Bottom line, you've done a great job and I will come back with more ideas and in more detail.
Hi Capi,Got an bug/exploit to report - I've found the intrinsic value of surveyors like the Trahagir, the fact that they can move faster than anything else in the game, which makes them handy for scouting despite their lousy offensive/defensive capabilities. This morning I've discovered that when you click on one, if there are any jump points in its movement range, they get a blue border; if you then select a different ship, the blue border remains, enabling that ship to utilize the jump point even if it would ordinary be out of the other ship's movement range. I just got a whole fleet into New Constantinople from the other side of a system because the jump was in range of the surveyor...
On the up side, recent fixes to navigation appear to be working. I was finally able to get my two ships in Game #2 out of KM-252.
Still got a pair of lost Kamekhs in Game #2 and a lost Norgata in game #1 - actually the Norgata is listed in New Detroit; it's just not on the map anywhere. The Kamekhs have thoroughly vanished, though I think they're supposed to be in Ragnarok.
Still have ships in Game #1 deploying to New Detroit even though I don't have a shipyard there any more.
Hi, Yes. These are midnight runners designs but the originals are long lost. Am working of some Jpegs that I painstakingly cropped for use in the game.Is the vessel art from the old gal civ 2 wing commander ship pack that nobody can seem to find? I've been looking for the packs posted by Midnightrunner back in '09 off and on for a little while now.
Hi Dyret, Thanks for the bug report. Will fix it asap. Please keep the feedback coming.So the game seemed to let me order enemy units to attack themselves when I accidentally double clicked them, but it also gave me a divide by zero error, so I'm not sure if it actually resolved the attack or not.
No problem; always glad to help out with debugging if I can. I'll also gladly abandon Games #1 and #2, as I was pretty much in survival mode as it was in Game #1 anyways and Game #2 I'd pretty much wiped everybody out...Hi Capi,
Firstly please abandon testing on Game 1 & 2. The new map settings are in game 3 onwards. Infact I will kill games 1 & 2 shortly as they have a lot of wrong parameters. Kindly join the newer games for testing.
Thanks for finding this bug, its a big one!! Will try and fix it asap.
I really appreciate your time and efforts to help me debug this! Salute!
Hi WLaurence,Really enjoying the game so far. Thanks for putting this together! Since you're soliciting feedback, I did have two quick thoughts...
1 - Turn-Based mode: sometimes I have a few hours, sometimes I'm stuck at work with no chance to play, it'd be nice to have a mode where the pace of play could adjust based on my availability (and that of my opponents). If Turn-Based play isn't an option, the ability to change the turn duration mid-match would be neat.
2 - Adjustable Credits: What if I want to just jump in, create a mega fleet, and throw myself headlong at an opponent? It would be nice if starting credits could be altered, or, mid-match credit injections could be setup. A sort of "Every X turn, Y Credits applied" arrangement.
I've never played Panzer General, so I'm having really a hard time figuring out where to click and when to click and why to click.Again, keep playing and your feedback is very valuable.
Hi Delmar,I've never played Panzer General, so I'm having really a hard time figuring out where to click and when to click and why to click.
Do you think you could post some 5 minute quickstart video on YouTube?
I think that would make it much easier for anyone to get into the game, which I'd really love to as I absolutely love how it looks and I'd be more than happy to provide valuable feedback.
Really, the ability to accelerate/decelerate a game is key. If I'm at work and my opponent(s) aren't, I could get way behind in a game, which would de-motivate me from playing (I don't want to disadvantage myself). So I set a long duration. Then I get home from work and have a ton of time to play, but I have to wait on the super long duration I've set.Although I am toying with the idea of having game windows during which time the game will be active and the rest of the time its dormant. What do you think?
I agree with this point whole-heartedly; as someone whose first jaunt with the CIC was the TacOps, I know first-hand the frustration of having to wait for other players to make their moves in a 10+ player game...technically the current game of TacOps has been stuck on the current turn for something like two or three years now...On your point 1, I gave it a lot of thought and the problem with turn based is people get stuck waiting for their turn or the opponents disappear leaving them stranded. With the current model you can keep playing (especially in a multiple player game) without having to wait for anyone. When there are only 1-2 people in the game and they know each other, turns work well. But if there are 10 players (we want to make epic battles) then turns become very difficult.
Time limit is on individual ship movement and attack. I was talking about a entire playable window like 10m to 3:00 am along with the individual ship restrictions which can be 60 sec or 1 min or 5 mins.I agree with this point whole-heartedly; as someone whose first jaunt with the CIC was the TacOps, I know first-hand the frustration of having to wait for other players to make their moves in a 10+ player game...technically the current game of TacOps has been stuck on the current turn for something like two or three years now...
Haven't played much my own self lately; I need to get back to it to see if anybody's put a smackdown on any of my fleets recently...
I thought a time limit on turns was currently part of the design (admittedly one that was, last I checked, borked).