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Re: Sea Transport

Posted: Thu Mar 24, 2016 4:11 pm
by sPzAbt653
how good is your coding is likely the first question
Not THAT issue AGAIN !?!? I'm sick of this 'coding' bugaboo, I say we stop coding games and move on to something else, maybe ebonics or piglatin.
the design is not "optimal" by current gaming standards so its a huge amount of work
I guessed as much, but I thought there was a slim possibility of it being a matter of time, which I do have. [I've done over 80,000 mouse clicks in one TOAW scenario, just for the Programmed Opponent, for one side].
can I clear the map by end of 44 ... in the end you have to set crazy goals :-)
Agreed. So it is possible to have some fun, as unrealistic as it may be. Of course, HvH is also often unrealistic.

Re: Sea Transport

Posted: Sun Mar 27, 2016 2:28 pm
by sPzAbt653
v3.10 - Human Allies vs. computer Axis. Similar to the Amphibious dialog reported earlier, as the Allied player I got the French Armistice choice dialog after the Axis computer captured Paris, and I was able to pick either accept or decline, as the Allied player.

Re: Sea Transport

Posted: Tue Mar 29, 2016 4:05 am
by sPzAbt653
I'm getting a game freeze with v3.10, Human Allies vs. Computer Axis. Attached is the save file [Frz1.zip] if anyone wants to investigate. Load the file and it will open to the end of the Allied turn, click on End Turn and it will switch to the computer turn. After about 30 seconds of thinking [normal] it will execute some air combats on the East Front, then it will switch to the Atlantic for some sub combats. After the 2nd sub combat [as seen in the screen shot] the game will freeze. I don't think it is working on something because the combat graphic stays visible, although the longest I waited was 2 minutes before ending it. I repeated it four times, so I guess that is enough to report it.

Re: Sea Transport

Posted: Wed Mar 30, 2016 2:37 am
by JyriErik
For whatever reason, the AI seems to lock up the game playing the Axis side. I've had it happen several times. (I suspect it's because the AI is better at defense than offense so at some point it just loses it).

Jyri

Re: Sea Transport

Posted: Wed Mar 30, 2016 8:20 pm
by sPzAbt653
Ok, thanks.

Is there a way to turn off all the little white arrows ? And is there a way to change the color of the numbers that are displayed ? For example, the red zero that I circled in blue, because I can barely see it.

Re: Sea Transport

Posted: Thu Mar 31, 2016 2:55 am
by JyriErik
As for the arrows, no. At least not easily. The arrows are there so you can see what sort of movement the enemy did during their turn (makes it easier to figure out the flow of what happened since you are unable to view the moves while they're happening). Changing the colors could be easier, but it would require going into the program and changing the color table. Not too hard if you know Java, but tough if you don't. I have no trouble with the color palette, but depending on your vision, some combinations can be hard to see. That said, since my eyes are older, I do have trouble with small text sometimes.

Jyri

Re: Sea Transport

Posted: Thu Mar 31, 2016 3:51 pm
by sPzAbt653
I am playing hotseat [since solitaire is no good] so seeing the moves isn't an issue. Would be nice to have a way to turn off the arrows.

For the colors, I don't know Java. For me its not so much the size its the color, as I have trouble with some colors/contrast.

Re: Sea Transport

Posted: Wed Apr 27, 2016 11:48 am
by sPzAbt653
A slight graphics issue when repairing or upgrading a unit that is near the top of the map [the blue info bar is displayed above the unit and off map]. Can it be made to display below the unit in these cases ?

Re: Unit Swap

Posted: Wed Apr 27, 2016 11:50 am
by sPzAbt653
Unit Swap - A nice feature, but ... both units are then unable to attack. Would it be possible to leave the selected unit as still actively selected so that it can attack after the swap ?

Re: Sea Transport

Posted: Mon May 02, 2016 3:59 pm
by sPzAbt653
My Italians were moving into Syria when France fell, which caused Syria to be created as a new nation, and the Italian units in Syria vanished. I didn't like losing those Italians for no reason. :(

Edit: Just noticed that those units went to the reinforcement que, along with some that were in Tunisia and S. France. So they weren't lost, I just had to redeploy them.

Re: Sea Transport

Posted: Tue May 03, 2016 4:03 pm
by GogTheMild
You should have refused Vichy.

Re: Sea Transport

Posted: Thu May 19, 2016 7:36 am
by sPzAbt653
The Minor Axis units that are received at the beginning of each year arrive very vulnerable to enemy air attack, which can destroy them. When they arrive they are not available for orders, so they cannot be moved out of harms way nor can they be reinforced that turn. Suggest they arrive with a few more steps, or available to move or accept reinforcements.