Closed GoogleCodeExporter closed 9 years ago
A few comments:
- I haven't found the list of names in the original, It might be compressed
somewhere.
- Critiques argued about the use of the XP, since you can't transfer personnel,
therefore, outdated ships lose their utility faster.
- Bombs retreat: yeah, that's funny. Will be fixed.
- You can fire bombs at ships and rockets at ground defenses once the other is
depleted, but you get 1/5 damage.
- Multi rocket, will be fixed.
- Do you have a spanish original?
Original comment by akarn...@gmail.com
on 18 Jun 2012 at 7:30
- if i can play the old IG in my XP at least 2 minute without crashing, i can
get a list of the names of the ships (i think that the number of names
couldn´t be to large, because when you had two or three fleets all names were
reapeated) ;)
- the experience of the ship in the original game was very funny!!! ... i
remember to play to reduce enemy fleets with my fleets of first line (Thorin,
and Flagships3) and finally kill the rest with obsolet but experience fleet, xD
... a fleet of flagship1 and 2 with destroyer2 killing a great damage darlangs
fleet!!!
- the doble used of bombs and rocket... ok, it´s a good idea ;)
- ... no, i don´t have a game original of IG in spanish, it´s in english :S
Original comment by juanluis...@gmail.com
on 19 Jun 2012 at 10:39
i see something more:
- when you attack a planet, and go to the ground battle screen... only if this
is the last planet of a race, this is equiped with tanks and vehicles to
defense, i see this in Garthogs, Ychoms and Dargslans, no in the other race
(cause i still don´t attack the other races).
- in the original i think that the fortress was more tough, because i remember
to be obligated to destroy then with the rocketlauncher Mark2 at long distance,
seeking the site were the vehicle could shoot whitout be shooting (i tried to
do this playing now, but no succesful)
- the Morgarths send many colonizer (like the original)... but they don´t
colonized :S
- about message of other race: you go to diplomatic room and see the message
example: darglans "i´going to say to your mom that you beat me, you are bad
bad bad..(alien tears), please surrender of i´m going to cry (more)" and then
no appear the screen to accept or decline the treat.
- in ground atack some race surrender when you make them great damage at the
fortress (in the original), but no ones surrender in this, so... could i call
this 0.95v the "IG: Until The Last Drop Of Blood Alien"?? xD (it´s a joke)
i don´t remember nothing more now
only to say: i enjoy this v0.95, a great job ;) (and waiting to see a v0.95
with the fixes that you said, surelly it be fantastic like this... or a v0.96)
Original comment by juanluis...@gmail.com
on 19 Jun 2012 at 11:06
- Races gradually build up their defenses depending on their economic situation.
- We had no reference on the hitpoints of units and structures. But
observations could help in this regard, i.e., how many tanks are needed to
destroy a fortress, how much loss you get, etc.
- Do you have a save for this stuck colonizers? If yes, please zip and upload
it.
- Did the original offer accept or decline? I couldn't find any relation change
values for these.
- There is no surrender in ground battle. What was the rule? Did they always
resign no matter how many forces you had?
Original comment by akarn...@gmail.com
on 20 Jun 2012 at 8:19
[deleted comment]
- all race started with some "basic point"... tecnologies, some planets,
fleets... and ground force (like human of the empire, you start with some light
tanks in the planet), now this ground force in alien side are too weak (is only
my opinion)
- about the hitpoints of units and structures: i remember to loss a half of the
ground force after destroy two fortress (with coordinate attack of all the
tanks and vehicles), for this reason i looked for the site to shot with rocket
launcher mk.II without be shotting. Now you can attack four fortress in
discoordinated attack (although one by one), and you only loss 2-5 tank
(behemont or tank mk.III). This matter plus the weak of alien ground force,
it´s doing too easy the ground attack.
- about the stuck morgath colonizer... i see that, but i don´t have a save of
this (but if i did it, i don´t know the folder of the save games to take it,
copy and give them... sorry, my skills on computers only have comparaison with
my poor skill of your language :S)
- yes... in the original you could accept or declina aliance, instead when the
darglans committ you to surrender you could accept or decline (to prove, one
day i click to acept to surrender... and i see "GAME OVER" xD).
- the "rule" to surrender it´s: Darglans and Sulleps, never, never surrender
their fortress,... and the rest of race surrender the fortress only when you
inflige a damage on it about 80% or more. If you destroy and/or surrender all
fortress, and all ground force destroy (not count radar unit, and neither
interference unit of garthogs) you win and get the colony to your empire. I
remember to get fortress tecnology after conquer the first planet to the
garthogs. Surrender don´t be affect by the force you had, only by the
destrucction you do.
All this had serve to me to remember something more: Garthogs and Ychoms (i
don´t remember if more race also) have in some planets two tecnologies center
(military and IA for example), and two factories of the same type (for example:
two spacefactory in one planet).
PD: i can sent you my save file of campaing... if you say me what it´s the
file folder ( i´m biologist, not a great java programmer like you)
Original comment by juanluis...@gmail.com
on 20 Jun 2012 at 2:52
i remember the way to found a site for launcher mk.II where it can shot and not
be shoting by fortress
at first you destroy all energy plant (nuclear for aliens), and without energy,
only the half of the turrets of the fortress are operative... then you move
your force to look for the site more near to the fortress without it shot. At
last, you situated the launcher mkII in this point and begin to destroy the
fortress
i´m going to prove it in v0.95... and then i´ll post the results
+ more things in space battle screen: when a enemy ship come inside range of
fire, the own ships don´t fire... you need to order they to attack, or put it
in "guard"... if you order a ship to attack and it destroy its objetive, they
stay without shooting to other enemy, until that you give it orders (with the
overlap unit in this screen is imposible to coordinated attack fleet-to-fleet).
About the names of the ships.. do you want i sent you a list with the names in
the original game?
Original comment by juanluis...@gmail.com
on 20 Jun 2012 at 3:55
[deleted comment]
Thanks for the details, I hope I can make the changes for the Beta-2 release
due within a month.
The save files are located under "save/default" where you installed the game.
Compress the directory with zip or Rar and post it here.
That no fire behavior annoys me too. Wonder how did the original behave in this
regard. Did guard stick?
You can PM me the list or just copy in here.
Original comment by akarn...@gmail.com
on 20 Jun 2012 at 4:03
ok ;)
about the ground attack to a fortress lack of energy... don´t work :(
althought there is no energy for nothing in the colony, the fortress still
shoot with all its turret (i attach a photo)
About hit points of fortress, is also important because for human colony, the
fire brigade give more resistant to the estructure (it could reparate the
structure during the ground assault)... i can´t check it in v.095 (i´ll tried
it when i´ll had been under attack)
i attach also the save campaing.
the fire behavior don´t be a trouble without overlap, but with overlaps units
it´s very difficult to maintain the line of battle. The overlap will be fixed
in the next release??? (pleaseeeee say YES!!! xD)
about the list... i´m going to get it to post ;)
Original comment by juanluis...@gmail.com
on 20 Jun 2012 at 4:51
Attachments:
and the save game... my conexion or my f***ing mozilla don´t let me to attach
it
Original comment by juanluis...@gmail.com
on 20 Jun 2012 at 4:53
save games:
Original comment by juanluis...@gmail.com
on 20 Jun 2012 at 4:57
Attachments:
Thanks for the upload. I can't promise this that soon, because grid-based space
battle will replace the mess-attacks with move-around each other when blocked
like the ground war, and this could be as bad as in ground war now.
I'm finishing up this thread by putting it into SVN status. If you have further
comments or issues, please refer to the recently opened issues or just open a
new issue.
-----------------
0.95.008
+ retreat no longer affecting bombs and rockets
+ multiheaded missile should work now
+ if a ship destroys its target, it goes automatically to guard mode.
Original comment by akarn...@gmail.com
on 20 Jun 2012 at 5:27
I have the list of the original ship names!! i get it playing my old IG
original (but it crashes every ten minutes in XP)
there are only 20 names, and when you build more of 20 ships they repeated
"Puma2", "Ivan2"... "Puma3"...
THE LIST: (if you want more names, but not original i could take its from role
of diferents navys... or from other fonts: Flagships "Karnok" xD, sound cool)
Berserker
Executor
Chaotic
Excalibur
Ivan
Crusher
Metdown
Hunter
Falcon
Eagle
Terminator
Tiger
Puma
Giant
The Hammer
Dracula
Nightmare
The Anvil
Red Star
Lightning
... these are the original name, but you are the programmer, so, it´s going to
be cooler if you modify this names or added other that likes you. I repeat... a
Flagship 1 type Mammoth or Destroyer 2 type Warrior name: "Karnok" sound cool ;)
Original comment by juanluis...@gmail.com
on 20 Jun 2012 at 5:41
[deleted comment]
ok ;)
i´m going to kill some alien with the multihead rocket :)))
THANKS for this game ;)
Original comment by juanluis...@gmail.com
on 20 Jun 2012 at 5:50
Original comment by akarn...@gmail.com
on 13 Jul 2012 at 1:32
Original issue reported on code.google.com by
akarn...@gmail.com
on 18 Jun 2012 at 7:11