• EV + Started Lobby columns

    37
    1 Votes
    37 Posts
    12k Views
    C
    I think most, or at least some, would have preferred the EV column being fixed as to display what engine version that host is using, rather than removing it. I think the status column should aim at telling anyone that they are welcomed to join your host to play in it, without you having to chat in lobby to tell people so or put a redundant comment in notes inviting people to join your host, that the status column should already do. So: I think the current "Waiting For Players" is good enough. I think "Waiting" only is not a good pick, since that doesn't communicate that you want other users to join your host to play the game you are proposing; it's too generic and it may mean you are waiting for technical reasons, like loading times. "Awaiting Players" shortens it a bit, keeping the same info as "Waiting For Players" (number 1), but is sounds a touch formal, so it makes me think that you are specifically waiting for someone, you had an appointment with, rather than just being open to anyone willingly to join, that should be the actual message. "Open" may be good, as it should be much better than "Waiting" (number 2) in communicating that the game can be joined and it sounds rather immediate to me, as you can think to a Host as being a Room, basically, but it has the drawback of being scarcely consistent with the status itself, as games in progress are not closed, but still open for observers to join them. "Open For Players" is a little shorter than "Waiting For Players" (number 1) and solves the drawbacks of just "Open" (number 4), also maybe being the most effective in giving the message we want, but it sounds a touch awkward. "Need Players" may be the best if we want to focus on noob friendliness, but it has the drawback of being scarcely consistent with the status itself, as the status would be just that of a host whose game is not yet started, that doesn't necessarily mean you actually need players, except for bots, since they automatically start when all players are taken. The issue could be solved by having different status for not started games depending if all in-game players (the countries) have been taken (so, you can have three statuses: "Need Players", "Ready", "In Progress").
  • Improve Route Finder to Consider Territory Effects

    Moved
    28
    1
    1 Votes
    28 Posts
    12k Views
    PantherP
    @cernel Ah, ok, couldn't have guessed that from your initial question that I read as rules question. Searching for sort of analogies in the rules we have the "Sea Units starting in hostile seazones" rules, that allow to move from a hostile seazone, simply to escape combat or to initiate combat elsewhere. So concerning land units I would tend to let the player decide to let them either stay and engage the enemy troops or to move to an adjacent territory during combat move phase. In case the territory has become hostile due to the player's proximate action, I would allow two steps. (Analogy: Load transport in hostile seazone exception, when the seazone has just become hostile due to proximate DOW by the transport's owning power). In case the territory has become hostile at some time between the power's turns, I would only allow one step in analogy to the 1914 rules. Just some ideas of course.
  • Map Zoom past 100%

    zoom map scale map zoom view
    6
    1 Votes
    6 Posts
    2k Views
    RogerCooperR
    @cernel Note that Ultimate World uses a size of 50% for units, which is too small for good legibility. 75% for units and 125% for that map would probably be good.
  • Drop 'Bot' column in lobby

    10
    0 Votes
    10 Posts
    3k Views
    C
    @lafayette I confirm it gives very little value. When it was made, I opposed veqryn, saying that it was not good to make an additional column for no good reasons, but I was the only one not liking it, even tho now I'll admit it is not as totally useless as I thought. I cannot give the link to the discussion where veqryn presented this feature to the community, since it was in the old WarClub. A minor thing to take into consideration is that, without that, I could feign my host to be a bot, by calling it with a name starting with "Bot" and putting "automated_host XX" in comments.
  • hitPointsBonus option for techAbilityAttachment

    13
    0 Votes
    13 Posts
    4k Views
    wc_sumptonW
    @cernel I understand what you are saying. I would be nice if the selection was read from the player selection menu. I know that using the userActions is a 'hack', then again a lot of hacks are used. And in five years, if the AI is changed, another 'hack' may need to be developed. @Frostion asked how I accomplished the task. It just gave him some quick feed-back to his question. But then again as you have stated, there are times that I think that the AI should be using the userActions for some things as in IW to give aid to another ally. So I agree and to some point disagree. Cheers...
  • Allow users to de-select objectives when starting games

    6
    0 Votes
    6 Posts
    2k Views
    B
    @alkexr much better way then I've been doing it. This is all i can find on "gameProperty" in POS2. gameProperty values: can be set equal to the exact string of any boolean game property option, including custom made up ones. Maybe it could be updated with your example for uneducated people like myself
  • Unit Icons Added By Conditions

    41
    4 Votes
    41 Posts
    20k Views
    wc_sumptonW
    @crazyg Here is the properties file: 0_1531246712359_unit_icons.properties And here are the icons (courtesy of @Hepps ) 0_1531246998068_unitIcons.zip I have made some slight changes to my xml (testing ideas) and you may need to edit the properties file (I combined Pikemen and Musketmen into a single condition) there may be other name differences but mostly it should work. (I changed the file name in there to House_of_Habsburg_0.7 which is what I think you are calling it) Hope this gets you started!! Cheers...
  • TripleA plans to remove Easy AI - my computer will die!

    6
    -1 Votes
    6 Posts
    2k Views
    redrumR
    @rogercooper Yeah, that is one of the other conditions to retire it. Essentially creating a 'semi-random' version of FastAI (not just a really bad AI that's actually trying).
  • WW II v5 1942 2nd Edition

    21
    0 Votes
    21 Posts
    8k Views
    LaFayetteL
    @cernel This option sounds potential the most straight forward: 1- Having a default pointless (always passable) canal and closing/opening it, with triggers. TBH a more rigorous inspection of the code would be needed to really weigh each option. It looks like given the options we could do something if we committed to it.
  • Unit Experience Enhancements (destroyedTUV)

    16
    0 Votes
    16 Posts
    5k Views
    CrazyGC
    @cernel said in I Get it, I got it, I know its good. The experience I got you wish you could.: Also, let's not forget that how it works is not how it should work, by intended rules (casualties are supposed to be agreed amongst all defending players or chosen by the attacker). We aren't creating a Larry Harris game anymore. The intended rules are whatever the mapmaker wants.
  • Air Battle Dice

    10
    0 Votes
    10 Posts
    3k Views
    prastleP
    @beelee NO Features for U!
  • Add Unit Count and Damage Display Outline

    35
    4
    3 Votes
    35 Posts
    14k Views
    C
    @hepps said in Add Unit Count and Damage Display Outline: @redrum It all looks so good I can hardly bear it. As far as a default it hard to say... I normally use between 16 - 24. But now with the outline making the numbers more distinctive I might be inclined to reduce them down. I've it at 24 most of the time, as I said, and I actually think that after the addition of the outline it is even more opportune to have it at 24 or so. Since the outline has to be 1 pixel, having the size smaller than 24 makes the outline on the number look dirty (to me), in some cases, because of the much too visible pixellated effect. So, just wanted to say that I like this change, but it surely doesn't push me to use smaller numbers, since the outline evidences the pixelated effect, you inevitably have when getting too small (but 24 looks great). However, as far as distinctiveness goes, this is an improvement anyways.
  • Zero Luck Option

    9
    0 Votes
    9 Posts
    3k Views
    N
    @wirkey It would be a burocratic nightmare to use edit for this system.
  • Game Options

    10
    1 Votes
    10 Posts
    3k Views
    alkexrA
    @beelee I revived a thread that has long been dead. Now it is an undead thread.
  • Thank You Developers

    1
    4 Votes
    1 Posts
    1k Views
    No one has replied
  • Blitz more like amphibious attacks?

    43
    3 Votes
    43 Posts
    18k Views
    HeppsH
    @schulz I feel like the first sentence of this comment means it should end with something like... "This message has been brought to you by the party against single blocker units".
  • Blitz in non-combat

    2
    0 Votes
    2 Posts
    1k Views
    C
    @schulz This is partially a duplicate of (or at least much overlapping) this other topic: https://forums.triplea-game.org/topic/657/blitz-more-like-amphibious-attacks
  • Hide Unused Options From Default Tooltips

    4
    0 Votes
    4 Posts
    1k Views
    C
    @general_zod Yeah. I considered this too. There are a bunch of other reasons, as well; for example, customized tooltips don't work with technology (if you have a map where a unit may get better for a tech, you can't really customize its tooltip).
  • More design info

    2
    0 Votes
    2 Posts
    1k Views
    MahksM
    After sleeping on it, I think the credits should be left to the HTML notes. So the proposed info tag could just be : <info name="Age of Tribes: Primeval" version="1.0.7" created='2016.03.06' updated='2018.01.02'/>
  • This topic is deleted!

    1
    0 Votes
    1 Posts
    4 Views
    No one has replied

Recent Posts