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January 10th, 2012, 09:20 PM
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Private
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Join Date: Jan 2012
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The State of World Supremacy
I bought this game the day it came out based solely on Aaron's reputation.
I love the fact of how moddable it is, smooth UI, random maps, etc.
There is no point in sending you a screen shot, save game file, etc.
I have tried and tried, but the AI is clueless when it comes to building and defending its territories. It builds 9 useless buildings on the border with me instead of units.
How difficult could it be to code in some logical building priorities for the AI?
Worse case, how hard could it be to program a "tank rush" strategy for the AI?
These two things alone might give me a challenging game. Why don't you just release the code and less us try it?
I don't need to tell you how many great games I could have bought during the Steam and GamersGate holiday sales with the $30 I spent on this game. Let's see...the entire HOI3 and Europa Universalis collection, to start with.
I read somewhere there is a new Space Empires game of some sort in development. If said developer is involved, there is zero chance I buy.
I've been playing computer games since late 1980s and still enjoy Dominions 3. That is quite a compliment considering how dated the game is - but support is legendary.
Ever hear of Empires of Steel at Battlefront? Brit, the developer, probably didn't make much more than you. But I have never seen a more responsive developer ever. The guy was nearly broke and he kept coding.
Off-topic, but you need to line up some decent titles. "Bronze" is not going to do it for you.
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January 11th, 2012, 01:56 AM
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Captain
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Join Date: Sep 2002
Location: United States
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Re: The State of World Supremacy
I could say a lot of things about this game(?), but I won't.
I thought the demo of bronze was good ,not my cup of tea, but well done.
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January 11th, 2012, 01:28 PM
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Private
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Re: The State of World Supremacy
I just bought the game and like the game for what it was design to do. Mostly just for entertainment.
I see That I am a year late and several dollars short after reading all the Forum post. I agree that the mod data needs some tweeking which I have already started to do myself. Looks like most of the mods already posted are along the same lines of what I would consider to be more realistic.
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January 14th, 2012, 01:07 AM
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Sergeant
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Join Date: Nov 2010
Posts: 325
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Re: The State of World Supremacy
Yeah, I also won't comment any further on this game, but it's nice to see some new people here.
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January 16th, 2012, 05:14 PM
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Re: The State of World Supremacy
Looks like everyone that has been playing this game and on this forum for quite a while has mostly given up on any more updates, bug fixes and patches. I have found that most games lack a good AI. I did find out that if I play this game with only 2 players, me and 1 computer player on a Gigantic map which allows for a big land grab, I give the computer a better advantage by me making a decision not to build any factories whch makes me have to re-supply over great distances where the computer can build factories as it advances along. helps to balance the AI somewhat..
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January 26th, 2012, 03:42 AM
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Private
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Re: The State of World Supremacy
Thanks for the advice. I will try this. I just can't get over the AI building routines, for example. They real show what little went into that aspect of the game. It's a blessing that I'm a terrible player in general, but this AI I can beat. We'll see...thanks again.
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January 26th, 2012, 09:37 PM
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Re: The State of World Supremacy
I just find that it leaves its front lines undefended and builds a lot of unnecessary buildings that don't make sense. I'll have to try it again.
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January 27th, 2012, 08:32 AM
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Sergeant
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Join Date: Nov 2010
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Re: The State of World Supremacy
That's right. It should build lots of cheap units (infantry) in factories near the attacked territories, and build fortifications in the right places. It also tends to draw back its troops when attacked, so that you can often take territories without a fight.
Did you notice that you can take ANY land territory just by building extreme amounts of infantry? If the force is big enough they'll overwhelm all stronger units.
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January 27th, 2012, 02:59 PM
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Re: The State of World Supremacy
Does anyone know for sure that the fortifications actually give your land units any defense advantage. I played a hot seat game with myself to do a controled test and based on all damage points inflicted on the defender units there was no defense increase advantage to the defender? I even tryed a +10 value and still no difference. see below:
Number Of Special Abilities := 1
Special Ability 1 Type := Combat Defense Modifier
Special Ability 1 Description := Increases the defense rating of all Land Units by +10.
Special Ability 1 Amount := 10
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January 30th, 2012, 08:38 AM
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Sergeant
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Join Date: Nov 2010
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Quote:
Originally Posted by 1SG
Does anyone know for sure that the fortifications actually give your land units any defense advantage. I played a hot seat game with myself to do a controled test and based on all damage points inflicted on the defender units there was no defense increase advantage to the defender? I even tryed a +10 value and still no difference. see below:
Number Of Special Abilities := 1
Special Ability 1 Type := Combat Defense Modifier
Special Ability 1 Description := Increases the defense rating of all Land Units by +10.
Special Ability 1 Amount := 10
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Yeah, it's obvious that this lack of detailed information in the manual and the readme-files poses a serious problem for modders. I've requested a modding guide via customer support around half a year ago, but Shrapnel's customer service replied that it's the community's job to devise such a document. It's unlikely Malfador, the developers, will provide more detailed information here in this forum, so this can only be done by experimenting with the game itself, because they won't release the source code as long as they're still selling this game, I guess.
BTW, I think fortifications in the present form are relatively useless, especially against large numbers of enemy units, if you don't have a sizable force yourself.
One suggestion I made last year was to give the fortification bunkers an attack capability, because each fight with a defense bunker involved usually ends with you having to move your units up to the bunker and blasting away at the defenseless building, which is particularly annoying when you don't have strong units left (always lengthens the battles needlessly). Fights should either end when there's only the fortification left or they should be given an attack capability like those AA Missile turrets (that are actually also useful against ground units!). A realistic way would be to give bunkers ground attack capability and AA-turrets only air attack capability.
BTW, it would be extremely nice if you could try contacting Malfador directly via [email protected]. Also check out their website: http://www.malfador.com/ (it also contains this mail adress, you could also use [email protected], I think.
This way they see that there are some new people willing to mod/improve the game who need some help. Maybe Aaron Hall, head of Malfador, can give you some more details on the game's rules himself, and it's better when I don't contact him again because I guess he either won't reply to more mails by me, because I've sent large amounts of bug reports, savegames and descriptions of errors, and they largely didn't see through them because at some point (I guess July or August) I was the only person doing this. It's better when new people try this out.
Last edited by spillblood; January 30th, 2012 at 08:56 AM..
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