Saturday, November 26, 2011

Local Multiplayer added, plus misc fixes made

There is now a Local Multiplayer game mode available. Play the game with your friend, passing the device between players at the end of the turn. Currently first four scenarios have been adjusted to support multiplayer (for two players at the moment, with AI controlling minor factions), rest of the maps are also being converted to multiplayer-capable.

Also this release contains a fix for scenario 6 (Adriatic Coast) which had become extremely difficult to complete. Now scenario 6 can be played with about the same difficulty as other scenarios.

16 comments:

  1. I'm getting quite a few combats where the enemy is down to the last bar and when I win, he doesn't die.

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  2. Si2, to resolve this issue, could you mail me at "poprominfo AT gmail.com", sending me details on the manufacturer and model of the device you're playing, as well as the Android version number? I'll get then back to you about the matter shortly.

    Essentially, the bug you just described looked to me like impossible to happen in the game code, so this might be some silently happening memory corruption issue on your device at the operating system level (which would possibly explain also the "impossibly bad luck" kind of situations you had earlier...).

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  3. Will do. its galaxy s2. Seems to be only last few days. i thought i was just mistaken at first but then paid attention and made sure.
    ill send file.
    I updated android last week.
    Im loving trying to nobble the nellies inthe Epyrus scenario.
    Si

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  4. All of Southern Italy is mine!

    But those pesky Mamarines have just kicked off the first punic war!

    Scipio where are you?

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  5. I'm noticing the same issue with my galaxy s2.

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  6. Any chance of getting a simple scenario editor published? We could write for each other.

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  7. PS - fantastic game, really enjoying it! Congrats to all involved!

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  8. Great game, I have gutten totally hooked! Got some questions: Will there be major gameplay updates like new units, cities/town upgrade, units entrenching/making fortificatins, an "undo" button? (touchscreens can be a pain sometimes). Cheers!

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  9. Hawk: Could you provide me a bit more details about your Galaxy S2, mainly what Android version number are you running and have you recently (like within last month or so) updated Android?

    Spud: A scenario editor, fully integrated to the game, is in the works, I'll release it when it's close enough to be "nice to use". It will save each scenario into own file on SD card, from where you can then distribute it. If/when I some day have resources to maintain an own server for the game (mainly for multiplayer purposes), the scenario editor could quite likely also get an online sharing possibility.

    Pretzel-man: New units, yes. Latest v1.2.0 already has the first new addition, the Longbowman, and some more are already planned (Ballista catapult, and roman Scorpio, the "machine gun" of ancient times). Cities _might_ get a few upgrade possibilities in some forthcoming version, but probably not as extensive as in e.g. Civilization. Entrenching has been in mind somewhat, but haven't figured out a completely satisfactory solution how to bring that element into game without slowing gameplay down, so I'm thinking of leaving that feature to the next game. Undo button - could be added for those situations where latest move didn't reveal any information that wasn't already known ... however that's a bit lower on the priority list of additions than several other things currently.

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  10. Great game - really enjoy it. Instead of an undo button would a confirm move option be a possibility? Also, to increase longevity of the game would it be possible to implement a feature to choose faction once the campaign has been completed? It would be fun to play as the other sides now that I have completed the campaign.

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  11. I'd like to know what the movement restrictions are especially for mounted as I am often left with movement remaining on cavalry and they wont move. I'd really like to use horsemen to scout ahead. do they get locked by proximity to enemy? I realise different terrain has different move rates and I can see that stops me using the last few move rate sometimes but this is something else.

    Si

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  12. Nate
    I'd love to know your strategy for the punic wars scenario. I can't get further than one town....

    Si

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  13. Fantastic game, really enjoying it. Just a couple of observations/r requests. Would it be possible to add some sort of auto build to the cities so that you could set a city to keep churning out one type of troop until you change your mind? Also could we do a manual save.That way I could save then check out how the program deals with a specific rule I am not sure about without ruining my game.
    Thanks Stu

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  14. Fantastic game, really enjoying it. Just a couple of observations/r requests. Would it be possible to add some sort of auto build to the cities so that you could set a city to keep churning out one type of troop until you change your mind? Also could we do a manual save.That way I could save then check out how the program deals with a specific rule I am not sure about without ruining my game.
    Thanks Stu

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  15. Allright, answers time for this week :-)


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    Nate: Confirming moves was a nice idea and easier to add than an undo possibility, I'll add an option for enabling that (will be disabled by default).

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    Si2: Seems the in-game help is missing a few details on mounted units as well as the enemy proximity.

    Mounted units (cavalry, chariots) are unable to move to mountaineous hexes. They can attack units on those hexes though.

    About the proximity rule ... If a unit enters a hex that has one or more enemy units in neighbouring hexes, the unit may not move further moves on same turn (regardless of remaining movement points) unless the neighbouring enemies are eliminated.

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    Stuart: Autobuilding repeatedly a specific kind of unit is a good idea, I must definitely add that. Full "build queue" would be a bit out of scope as it would complicate the gameplay, but autobuilding one type is a quite nice improvement.

    About manual save, I've deliberately tried to avoid manual savegame handling to keep the user interface simple. However, I just got the idea that I could hide some "advanced" kind of functionality (like "reload current game" that basically starts from the beginning of same turn, or "return to menu without saving") behind the MENU key since it's supposed to be available on all devices (at least as a softkey if nothing else). I'll think about that at least.

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  16. Oke guys, for the ones that have trouble with the PUNIC WAR. Here are some tips.

    Send your medium infantry to the river and hold that river.
    Send your Praets and 1/2 legion to the south city of the greeks (the rivercity).
    Send aƩll your cavalry to the center to cross the left river.

    Conquer the greek rivercity with your praets
    During that time send your cavalry (atleast 5) across the river and make some turns to avoid contact and go straight for SYRACUSE asap.
    When you arrive there, the rivercity will have been fallen to your awesome Praets.
    Than take SYRACUSE and the pruple greeks will join you in your war versus Carthago.

    Next, hold the riverfront on the left, collect your cavaly and follow the roads south and to the east. Build cavalry in your new town and go conquer the carthage cities.

    Make sure you heal your cavalry and always march with atleast 5 cav units so you can outflank every single unit once at a time.

    Good luck

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