Tangler Discussion Forums

Discuss

Topics

Click a Topicto start discussing

    Post your findings and comments in this thread.

    2007-07-10 09:58:35.0

    I like the flashing indicator at the top, but the links say that I have 2 games waiting and 1 invite.  The links don't work and nothing shows up in my headquarters. 

    2007-07-10 11:54:01.0

    I liked the information better when it showed dots for terrain rather than the more subjective "good for / bad for" stuff. 

    2007-07-10 11:56:19.0

    Also, I got an e-mail notice of an invite to my own game.

    2007-07-10 11:57:07.0

    i agree with joelodom on all, i noticed the same things

    2007-07-10 11:59:14.0

    I'm playing a small map righ tnow and it aligns all the way to the right side of my screen (I'm on 1280x1024 firefox 2.x)

    2007-07-10 12:00:07.0

    the email indicated new units... i don't see any. i'm guessing that was a mistake in the email and not a programming one

    2007-07-10 12:00:15.0

    same here degroat

    2007-07-10 12:00:28.0

    hi, i have firefox 2.0.0.4 and win xp and a 1900 laptop screen, so the right alignment looks pretty silly;)

     

    2007-07-10 12:05:09.0

    same here on the flashing warning beacon thingy.

     

    2007-07-10 12:05:16.0

    the warning beacon seems like yet to be dummy, since the links go to "#" and all of us have 2 games and 1 invite

    2007-07-10 12:06:04.0

    What's "Grant Credits" for? Does it do anything? Why doesn't it tell me what it does?

    2007-07-10 12:09:47.0

    Kurisu: where do you see that?

    2007-07-10 12:11:11.0

    Under "Watch replay of". I'm not seing it in my current game so I guess it only shows up when you are the host

    2007-07-10 12:12:25.0

    i saw it too on my hosted game, so yeah. maybe it defines the start credits?

     

    2007-07-10 12:13:00.0

    wouldn't you define the starting credits at the "create game" screen?

    2007-07-10 12:13:37.0

    Has anyone seen the map editor?

    2007-07-10 12:14:08.0

    maybe its for testing purpose, so that the host can give credits to be able to build the heavy units right away?

     

    2007-07-10 12:14:37.0

    map editor. no, but our accounts are still basic, i guess its a pro feature, right?

     

    2007-07-10 12:15:11.0

    From the blog:

    All testers will also be able to access a preliminary map editor from their headquarters. Please use it to create a few maps we will later on use to test the new units. We can not guarantee that any maps will be used for the test - but some might end up on the live system when we roll out the new units!

    2007-07-10 12:16:16.0

    yes, but the mail also says, that all accounts will be pro

     

    2007-07-10 12:16:59.0

    only pro account i saw is

    bert 

    2007-07-10 12:17:48.0

    maybe he can tell us;) 

    2007-07-10 12:17:59.0

    i get an email inviting me to games that *i* started.

    2007-07-10 12:19:56.0

    kurisu, i dont know what you mean 

    2007-07-10 12:20:04.0

    (we have fixed the map being way of to the right issue and also removed the mock up message icon from the menu - sorry for those)

    2007-07-10 12:21:14.0

    /editor redirects you to the startpage wheras other urls give you an error

    2007-07-10 12:21:43.0

    grant credits button reloads the page but doesnt do anything noticable else.

    2007-07-10 12:23:48.0

    i uploaded an image and its not showing up beside my name.

    firefox 2.0.0.4 

    basic user 

    2007-07-10 12:23:58.0

    i'll make you all editors now.

     

    2007-07-10 12:25:38.0

    i can see the editor... but i'm clueless as to how to use it

    2007-07-10 12:28:17.0

    cool -  same right alignment problem here

    2007-07-10 12:28:32.0

    also, "enlarge map by 4" crashes, 500 internal server error

    2007-07-10 12:29:09.0

    Gotta be Pro user to have map editor. Just compared with my office mate.

    2007-07-10 12:29:24.0

    weewar at work? nice XP

    2007-07-10 12:29:45.0

    i can see the map editor, but i can't use it?

    that's just wrong!! 

    2007-07-10 12:30:14.0

    oh, an UNDO button would be very helpful in the map editor - i just placed a haven in a 3field brush..

    2007-07-10 12:30:52.0

    The editor is not due to be released with the next patch. Its not foolproove yet. Please do not try to break it, as it propably will.:)

     

    2007-07-10 12:31:03.0

    lol, i can't even figure out how to use it. let alone break it.

    2007-07-10 12:31:26.0

    hehe. yep. i have 3 others here hooked. we usually play a 4 way game. usually ends up 2 v. 2.

    now that would be nice. being able to align yourself so you can do things like move thru someones units, otherwise they block you. and not auto target them...

     

    2007-07-10 12:31:26.0

    I think the map editor is ok. not perfect but you can use it

    2007-07-10 12:32:04.0

    In Safari 2, the alert triangle drop down menu is blocked when viewing or playing a game.


    2007-07-10 12:32:56.0

    I numbered axis on the map editor would be nice. so i don't have to count. cuz i b lzy

    2007-07-10 12:34:57.0

    how can we save the map??

    2007-07-10 12:34:59.0

    8 new units, yeah

    2007-07-10 12:35:37.0

    lol, we're supposed to be testing the start-game interface, not maps or units 

    2007-07-10 12:36:13.0

    map is persisted as you edit it. No undo, no save....:P

    2007-07-10 12:36:27.0

    go ahead ... new maps are very welcome. They are the first step to test the new units.

    2007-07-10 12:39:06.0

    Need to have unit stats like in game so you'll know what the units do

    especially on the new units and for new users. ie, i'd like to know a air units range before i set an airport.  

    2007-07-10 12:39:19.0

    lol, then someone tell me how to make a map. 

    2007-07-10 12:39:38.0

    can we play on our maps yet?

    2007-07-10 12:39:54.0

    heck, i don't care, someone make a new map with some new units and inivte me (jjanyan) 

    2007-07-10 12:40:45.0

    do you have a map that is at least to some degree ready? 

    2007-07-10 12:42:13.0

    we just want to test the new units!! XP

    2007-07-10 12:42:46.0

    it doesn't have to be good

    2007-07-10 12:42:56.0

    it only needs those new bases

    2007-07-10 12:43:01.0

    working on one now...give me a few...

    2007-07-10 12:47:57.0

    somebody take some screenshots of the starting steps to making a map? i'm not getting anything except the unit list on the right and a few buttons below that

    2007-07-10 12:48:13.0

    lol, read above... you can't, yet.

    2007-07-10 12:51:14.0

    haven't figured that out yet smoscone...

    2007-07-10 12:55:44.0

    That's a shame, I was looking forward to testing these new units....

    2007-07-10 12:57:12.0

    lol... i'm playing a game on the regular servers... this just popped up in one of the corners....

    jaja, deine Mutter

    2007-07-10 13:08:16.0

    o_O

    2007-07-10 13:08:43.0

    translation from babel fish... "haha your nut/mother"

    2007-07-10 13:08:43.0

    "yes, yes, your mother"

    2007-07-10 13:09:06.0

    it's gone now, it popped only for a second, i'm guessing some commented code popped up 

    2007-07-10 13:09:34.0

    all i gotta say is, if you're going to talk about my mother like that, at least let me play with the new units!!

    2007-07-10 13:10:06.0

    c'mon, that was funny... tough crowd.

    2007-07-10 13:14:41.0

    XP

    2007-07-10 13:15:02.0

    the crowd is testing the editor at the moment, so they're not here

    2007-07-10 13:15:29.0

    will you tell me what i'm doing wrong?

    2007-07-10 13:17:50.0

    the editing?

    2007-07-10 13:18:13.0

    i'm using firefox 2.X, is that problem?

    yah, the map 

    2007-07-10 13:18:20.0

    I think we're all using FF 2

    2007-07-10 13:19:04.0

    IE stinks

    2007-07-10 13:20:13.0

    :P

    2007-07-10 13:20:24.0

    anyone get an error when they click on "enlarge map by 4"??

    2007-07-10 13:21:08.0

    2007-07-10 13:22:52.0

    what do i do first?

    2007-07-10 13:23:09.0

    left to the units you should see a grey hexagons, the empty map

    2007-07-10 13:24:20.0

    you go through your hq and go to your maps then click on create new map

    2007-07-10 13:24:22.0

    just listen to Kurisu :P 

    2007-07-10 13:24:49.0

    oohh, i was going to straight to the link, not through my HQ

    2007-07-10 13:25:27.0

    ty Kurisu & smoscone

    2007-07-10 13:27:00.0

    do the maps auto save?

    2007-07-10 13:35:39.0

    yes

    2007-07-10 13:35:50.0

    awesome, i got a fun map, perfectly even

    2007-07-10 13:36:25.0

    screenshot or it didn't happen

    2007-07-10 13:36:46.0

    lol

    i'll do ya one up, i'll invite you to it once i'm done, if that's possible 

    2007-07-10 13:37:58.0

    not yet :(

    2007-07-10 13:38:18.0

    but bert is working on it

    2007-07-10 13:38:28.0

    awesome 

    2007-07-10 13:38:35.0

    I wonder what the stats are of all these new units

    2007-07-10 13:40:14.0

    like that weird boat thing

    2007-07-10 13:40:22.0

    looks like an elephant is in it or something, lol, no offense to the art people...

    2007-07-10 13:40:43.0

    do we have pro accounts on the test servers or what?

    2007-07-10 13:41:02.0

    i think we should get pro accounts for helping out, i'm willing to really test some stuff if i get to go pro

    2007-07-10 13:41:23.0

    lol, I think just being able to see this stuff is a pretty good prize in itself, but I would like to test this stuff instead of just play around with it

    2007-07-10 13:42:34.0

    hey, do harbors and airports give money like regular bases?

     

    2007-07-10 13:46:13.0

    If you feel that you have a map ready please post here (giving username, map name and the amount of credits per base/initial amount). I am looking forward to take a look at your maps first thing tomorrow morning;) 

    2007-07-10 13:47:18.0

    duckterpepper: no they don't

    2007-07-10 13:47:34.0

    bert, do all bases give money? would be crucial for my map since i dont have any regular base on it

     

    2007-07-10 13:48:09.0

    ok, thanks 

    2007-07-10 13:48:15.0

    I asked this in the "another invite only test is coming up" thread about an hour ago, and you're probably busy,
     
    but bert and plastic, is it too late to get involved with this round of testing?

    2007-07-10 13:53:10.0

    hahahahaha!!! poor luckymustard... missing out on this cool editing

    2007-07-10 13:54:20.0

    awesome 

    username=jjanyan

    map=test

    rename the map to something else if possible, "SunTzu Rumble" if possible

    per base = 100

    initial = 300 

    2007-07-10 13:55:02.0

    thx bert

    2007-07-10 13:55:16.0

    screenshot?

    2007-07-10 13:55:35.0

    give me a second...

    2007-07-10 13:55:42.0

    lol, that was the point. i didn't like some maps giving an advantage to one player over the other

    2007-07-10 13:58:35.0

    i'd like it as a 2v2 map, with some minor editing

    2007-07-10 13:58:53.0

    Symmetry is good. But what is up with the bases. You don't need a gazillion of them.:P

    2007-07-10 13:59:00.0

    I like symmetrical maps

    2007-07-10 13:59:36.0

    i didn't know how much the new units were going to cost

    so i figured, give them plenty of money 

    2007-07-10 13:59:57.0

    if they end up cheap, i'll take some out.

    2007-07-10 14:00:10.0

    i wish we knew the stats for the new players 

    2007-07-10 14:00:32.0

    i'm a big fan of the "fast map" type games from starcraft

    lots of money, symmetrical maps, etc... 

    2007-07-10 14:00:56.0

    yeah, please build more fast, small 1on1 maps

    2007-07-10 14:01:37.0

    if someone wants me to post their screenshot send me an email to jjanyan

    @ no damn spam, so remove this, just in case

    gmail.com 

    2007-07-10 14:01:52.0

    perhaps a map where you only fight with the new units

    2007-07-10 14:01:57.0

    pink bases dissapear when i play with 2 players on a map right?

    2007-07-10 14:02:09.0

    yah, all the "sided" bases go neutral automagically 

    2007-07-10 14:02:40.0

    Can you guys create a new thread to talk about your maps? That would probably be better.

    2007-07-10 14:03:18.0

    sorry peacful.

    2007-07-10 14:10:31.0

    username: duckterpepper 

    2007-07-10 14:13:46.0

    credits: 100 p. base, starting 300

    2007-07-10 14:14:02.0

    Message : notYourMap

    2007-07-10 14:15:03.0

    yeah, didnt want to copy paste the link, just the name, he took it with him 

    2007-07-10 14:16:29.0

    lol, duckpond, good name

    2007-07-10 14:19:23.0

    fyi, just to cut out confusion, i posted a new thread for talking about maps/editor 

    2007-07-10 14:22:13.0

    typo/spelling mistake: "A few tips for your upcomig game ..." upcomig should be upcoming.

    2007-07-10 14:23:12.0

    you should make the map editor links show the static map instead of "not your map" - that would be useful. maybe make an option to allow "visibility" or not.

     

    2007-07-10 14:26:35.0

    user: jjanyan

    mapname: SunTzu Rush

    starting credits: 300

    credits/base: 200 

    2007-07-10 14:28:27.0

    Some feedback for the "New Game" interface. I like the new look for invitees and the ability to add/remove more players. But couldn't this functionality be extended to after starting a game, and maybe the final turn off would be when the first round is finished?

    Also, please have some kind of display in-game of the time interval.

    2007-07-10 14:56:00.0

    Are any of those naval/aerial units transports?

    2007-07-10 15:09:18.0

    user: smoscone

     mapname: Isles of Death

    starting credits: 300 (or more)

    credits/base: 200 

    2007-07-10 15:09:59.0

    i hope there are transport ships, or my map will never work! :) 

    2007-07-10 15:10:21.0

    The map editor is buggy. The saves aren't perfect, and shrinking, enlarging and deleting all units affects the map, because it'll randomly clear some tiles.

    2007-07-10 15:50:23.0

    The map editor is not always responding fast enough. Expecially if you click very fast. Reload the page from time to time if you are not sure that you are "understood" correctly.

    2007-07-10 16:26:08.0

    are there any plans for an undo option?

    2007-07-10 16:27:16.0

    No. Right now we are not working on the editor. First priority is to balance the new units, have new maps and to test the current state. This will rid us of the rather annoying bugs that are related to game creation by allowing to abandon games etc. So give those features some love once you all have created enough maps:)

    2007-07-10 16:32:02.0

    Bert, are you talking to me when you mention the editor being slow?

    2007-07-10 16:41:34.0

    One more thing, I've managed to boot everybody out due to them going over the time limit (first round). It works great! But why does it count as a win for me?

    And also, is it possible to turn off the Pro units in the game creation process? I don't like to play with them all the time and would like the option to have just the normal units.

    And a suggestion, I like how you've used to the title to update the user on his/her games and invites. I think it's a very good solution. But is it possible to add this to every page? So when I'm browsing around the Weewar website or playing a game, with its ubiquitous presence, it can notify me anywhere and that would be make it so more convenient. Thanks.

    2007-07-10 16:42:08.0

    PeacefulBlueSky, please give more details about what you did and what your opponents did. Did they accept the game?

    2007-07-10 17:08:43.0

    They all accepted the game. I ended my turn after moving some units, and then I asked them to time out and I started to kick them out of the game, one at a time.

    2007-07-10 17:18:06.0

    The Assault Arty unit has no "weak vs" or "useless vs" stats during build selection.

    2007-07-10 18:37:43.0

    @Kurisu "screenshot or it didn't happen" fan of chan?

     

    @bert I think a lot of ppl want to do their own maps to test the new units, specifically the air/naval units. I mean, who doesn't want to play with a new unit when they see one. Um, just don't take that the wrong way. 

    2007-07-10 18:47:34.0

    Yeah, it is only natural to want to play with them when we have known about them for so long.

    2007-07-10 18:48:59.0

    It would be nice to be able to invite another player if someone declines, so you can keep it symetrical.

    2007-07-10 19:05:38.0

    So, how do I give you my map?

    (it's a cute little 1v1) 

    2007-07-10 19:16:04.0

    User: Cypy

    Map Name: Scrubs

    Starting Credits: 75

    Credits Per Base: 130 

    2007-07-10 20:01:25.0

    can we see a screenshot? since the name of the map is "scrubs" I wonder what kind of map it is...

    2007-07-10 20:08:01.0

    I just had a look..... EXCELLENT!

    This is so exciting.

    The left hand panel is a great improvement

    2007-07-10 20:45:00.0

    Dekrazee, do you really like the new inspector panel? I think it's dumbed down and I don't like it at all. I suggested last time to somehow incorporate the defense/attack stats like the previous version into this and balance it out. I think it will look better that way.

    2007-07-10 20:56:50.0

    I do like it. Its simpler yes, but you can also get all the info at one glance....

    2007-07-10 21:04:07.0

    I'm not sure abt the best, weak, useless options tho

    I mean, I'm pretty crap at this game, and tho it helps a bit, it's not gonna help me win games, so that's cool....

    2007-07-10 21:06:13.0

    I mean, that best/weak/useless stuff should be stuff you learn through playing the game, that's the natural experience that you gain. That inspector would be great for tutorials or a hint system but anything more and it feels too simple.

    2007-07-10 21:07:57.0

    yeah....

    but I do think it needs to be there for new players

    2007-07-10 21:12:42.0

    I sort of agree with PBSky.  I think the best games are those where the newbies can quickly get involved without being discouraged by a large learning curve, but also where experienced players who are willing to devote more time to reading documentation and analysing the game will be rewarded for their efforts by having that extra edge to their game play.

    2007-07-10 21:18:43.0

    And now, my thoughts so far on the beta version:

    2007-07-10 21:18:53.0

    Overall, it looks and feels good. :)  The new usability features are welcome.

    What does the flashing yellow ! mean in the HQ?

    +1 on displaying the time interval and your time left.

    <clowntrigger> "It would be nice to be able to invite another player if someone declines, so you can keep it symetrical."  <-- agreed  

    2007-07-10 21:20:08.0

    2007-07-10 21:21:50.0

    Look at this screenshot.  I have selected the red infantry unit on the blue base, the one with 2 subunits.  As we all know, infantry can move across 3 plains hexes in one turn.  But look at the highlighted hexes showing my reach.  Have things changed regarding movement?  It looks as though passing by an enemy slows you down.  Which is a good thing, BTW, I hope you keep going down that path!

    2007-07-10 21:23:42.0

    Oh wait, it looks like... you cannot move further once you enter a hex beside an enemy.   Which is so cool, that is exactly like Wesnoth ZOC.

    2007-07-10 21:24:21.0

    Pistos: I noticed the same thing. It sucks so much though. How are we going to break through and get to the artillery now? This would hinder breakthrough attacks so much!

    2007-07-10 22:07:13.0

    YEah, I don't like it.... both with heavy and light

    sucks

    2007-07-10 22:27:43.0

    2007-07-10 23:01:32.0

    User Name:djdarkstar187

    Map Name: Blitzkrieg

    Start Credits: 300

    Credits per base:200

    yes it has a few messed up spaces and no infantry or anything becuase of a saving error

    2007-07-10 23:19:58.0

    Username: PeacefulBlueSky

    Map: A New World
    Starting credits: 500
    Credits per base: 150

    Map: Juxtaposition
    Starting credit:  300
    Credits per base: 100

    Map: Land of Dragons
    Starting credit: 500
    Credits per base: 100

    2007-07-11 01:45:32.0

    Can I request a map?

    A fairly large one, with lots of bases in the middle, and almost unlimited money!!!!

    2007-07-11 01:53:02.0

    Hehe. So you want an all out warfest?;)

    2007-07-11 02:00:13.0

    Something like that, yes....

    Where I can just build and build and build and blow stuff up

    2007-07-11 02:01:13.0

    I'll give it a shot... After I finish my current one.:P

    2007-07-11 02:05:10.0

    lol dek

    2007-07-11 02:08:20.0

    so that the game takes forever and you never lose? XP

    2007-07-11 02:08:33.0

    I really don't care if I lose or not..... I just wanna play!

    The only thing that sucks abt losing is that you don't get to build and blow up as much.

    Thanks PSB. I look forward to it!!

    2007-07-11 02:10:52.0

    lol

    2007-07-11 02:11:36.0

    here is the PERFECT map for you. you never lose and you can blow up as much as you want!!

    2007-07-11 02:20:57.0

    HAHAHAHAHA

    That's nuts!!

    But then I don't get to use a Berserker or Heavy Tank:(

    2007-07-11 02:28:37.0

    I wanna be able to move things around

    2007-07-11 02:28:48.0

    fixed:

    2007-07-11 02:35:03.0

    although I don't think anybody would ever want to play this map...

    2007-07-11 02:39:58.0

    when do we see your maps, dek?

    2007-07-11 02:40:05.0

    Are you actually making these in the editor straight away?? Wow.....

    My maps? You gotta wait.... wait for me to be inspired enough

    2007-07-11 02:42:46.0

    Sorry dekrazee, I can't seem to make any more maps. I guess three's the max.:(

    2007-07-11 02:55:33.0

    yeah. that's definately far too low

    2007-07-11 02:56:16.0

    30 would be ok

    2007-07-11 02:56:37.0

    That's ok. Appreciate the thought PBS:)

    And Kurisu - you psycho!!

    2007-07-11 02:57:28.0

    I don't like the enemy slowing you down. That will eliminate the need for raiders, as they can't do their thing and reach out and touch someone up close and personal.

    2007-07-11 04:24:37.0

    Another user interface suggestion: Some way of knowing how much longer a player has before a kick vote may be initiated. Once the game starts, there's no initial game start info, so I forget how soon i must move.

     I'd still like the ability to arrange the windows to my liking, ala Netvibes .  Yes, I am spoiled by gooey web 2.0 goodness.

    2007-07-11 04:35:50.0

    Argh, hit send too soon. Plus, when someone is voted off, I'd like to see who voted them off and who was voted off.

    "Someone voted to remove the current player from this game. Try to finish your turn faster."

    2007-07-11 04:39:04.0

    Lets put the map making aside for a moment ... are there any bugs you have found?

    2007-07-11 04:45:50.0

    Map: Test 1
    Starting credit: 500
    Credits per base: 200

    The left side players have a bit smaller land mass, but it should still encourage lots of units going thru the swamps.

    I'd like the ability to change the name at some point, as  my working title is not meant for public consumption.

    2007-07-11 04:59:21.0

    Just did an account deactivation. I'll reactivate later and start a few new games, then delete it. Please be so kind as to let me back in after that.:)

    2007-07-11 05:04:31.0

    Bert, I have a bug here:

    My credit/money info and the yellow email box partially overlaps the 7 links, "logout" thru "Re...?something?"

    Any thoughts?

    edit: I now have a screenshot.. do you want to see it?

    2007-07-11 05:24:58.0

    Yes, I would like to take  a look.

    2007-07-11 07:40:41.0

    my username is johndyer. i would like to test the new version.

    2007-07-11 08:37:22.0

    User: Cypy

    Map: Arrhenius

    Starting Credits: 300

    Credits per base: 200

    Note: this map is crazy. It should be pretty easy to get 3,800 credits per turn shortly after the beginning.

    2007-07-11 09:00:44.0

    I'll post pictures of my two maps (Arrhenius and Scrubs) shortly.

    2007-07-11 09:04:31.0

    This is "Scrubs" 

    Scrubs

    2007-07-11 09:26:01.0

    This is "Arrhenius"

    Arrhenius

    2007-07-11 09:28:23.0

    Arrhenius looks insane

    (by insane I mean fun)

    2007-07-11 09:30:29.0

    @ Super-King: That's why I made it:)

    PS It's name is a kinda witty chemistry reference, according to Wikipedia, Arrhenius Bases are water-soluble. (my map is mostly bases and water)

    2007-07-11 10:53:49.0

    Okay, one more map:

    Username: Cypy

    Map: Atrium

    Starting Credits: 0

    Credits Per Base: 100 

    2007-07-11 12:00:35.0

    another bug - see post above today 7-11-07 at 12:06pm - no colors next to players names below chat box.

    2007-07-11 12:37:56.0

    Thanks for Cypy giving me a chance at a rematch I found at least one new typo (not in this thread). Forst tiles are called 'forrest' on the side bar

    2007-07-11 14:28:34.0

    If we're doing chemistry jokes, what do you do with a dead chemist?

    2007-07-11 14:57:36.0

    Okay, I found a glitch.

    After starting 3 accounts and feeding them in to a four player game along with my original, I cancled one of them, then abandoned the game with my original account and deleted it.

    Now it is stuck because it doesn't let the remaining two play, claiming that it isn't anyones turn and it is still waiting for someone to join.

    2007-07-11 15:08:41.0

    ZOC doesn't suck, you guys are just not used to it.  In my opinion, ZOC is one of the things that makes Wesnoth superior to Weewar.  You have to maneouver much more tactically and carefully.  As well, there are unit types that are immune to enemy ZOC, as well as a few units that don't have ZOC.  Therefore, in Weewar, if we had a good mix of ignoring units and ZOC-less units, I think it would improve the game.  For example, vehicles could exert ZOC over infantry, but infantry would have no ZOC over vehicles.  And so on.  I'm sure we could find a good game balance.  It makes more sense to have ZOC because certain unit types should not be able to just freely waltz into the midst of certain other unit types.  Just be open to testing it (which is what we're doing now).

    2007-07-11 17:19:28.0

    ehm... what's ZOC?

    2007-07-11 17:25:24.0

    speeking of testing... i have a quick question. when hovering over bases. it shows "bad for Tanks". is that all tanks, and why doesn't it include other mechanized units like artilery?

    2007-07-11 17:25:41.0

    same with forest tiles

    2007-07-11 17:26:21.0

    ZOC = Zone of Control.  If a unit has a ZOC (which is usually a one-hex radius around it), then any enemy which does not ignore ZOC cannot move further after entering the ZOC.  i.e. it must stop, and optionally engage the enemy.  This provides for nice tactical strategizing in the game, because you can't just move your units anywhere you please, you have to maneouver wisely around and near the enemy, and you can establish control points on the map.

    2007-07-11 17:36:37.0

    Trust me, I've played many Wesnoth games, and Weewar's lack of ZOC makes Weewar inferior... IMHO. :)

    2007-07-11 17:36:55.0

    (Don't get me wrong, I love both games) 

    2007-07-11 17:37:10.0

    Pistos, I think the ZOC confusion is from its sudden inclusion. For someone use to pushing units past others to hit arty in the backbround or just moving around to surround another, its a bit frustrating to not be able to do it suddenly. I certainly see where having some units immune to it would make sense. If they make that change, it will certainly be for the better. Right now, it feels broke.

    Speaking of similar games, anyone ever play Pocket War from Metalshard? That was a fully funtional fun game. Too bad the dev has abandonded it. Hopefully, he will open source it. I still won't give up weewar either!

    Here's another bug I found this evening to see if anyone was available for a game. I checked the online status in the "Who Is Online" tab and found I have 2 identities. Ok, I don't really, but it indicated such with the "Me" in front of my id and another user.

    2007-07-11 18:55:55.0

    Hmm...seems I'm multiplying. Still running Firefox 2.0.0.4. Ah, it shows up as a broken image in IE 7.0. These are users with avatars, but avatars aren't showing up on the test server. In IE, hovering over the broken image, shows Me as the link info, but I can't see hover info in Firefox.

     

    2007-07-11 19:04:47.0

    Devs, any chance you can add another notification route? I would rather be notified thru IM (AIM, ICQ, Yahoo, etc) that it's my turn.

    2007-07-11 19:14:34.0

    I agree about changing notification to something other than email.

    2007-07-11 20:01:29.0

    via twitter!

    2007-07-11 20:36:08.0

    +1 for other notification methods, e.g. IRC and IM.

    2007-07-11 20:44:08.0

    clowntrigger: I acknowledge that some people are surprised to encounter it after not having it.

    2007-07-11 20:44:37.0

    (ZOC) 

    2007-07-11 20:44:41.0

    the "Me" in front of player names appears to be just an image placeholder for player uploaded icons.:)

    2007-07-12 02:19:40.0

    i get abunch of broken images on the ditor and when i leave the editor i have some spaces that keep  changing and screwing up

    2007-07-12 02:49:14.0

    To get back to the original request for feedback on test 2 (from the original email sent out by Bert)...
    The new units look great. My idea of how each should play:

    All aerial units can not be attacked by troopers, raiders, and tanks that are 2 tiles from being adjacent to aerial unit.
    Helicopter - moves fast, attack range: 1, best vs Troopers, weak vs Light/Heavy Artilery, Naval, and D.F.A., weaker in mountains and forest.
    Fighter Plane - moves fast, attack range: 2-4, best vs Troopers and Tanks, weak vs Heavy Battleship, Heavy Artilery and D.F.A.
    Bomber Plane - moves normal, attack range: 1-2, best vs Troopers, Tanks, and Artilery, weak vs Submarines, Heavy Artilery, and D.F.A.

    Hovercraft - moves normal, attack range: 1, best vs Troopers, weak vs Heavy Troopers, Tanks, Naval, Light/Heavy Artilery and D.F.A.

    All naval units can not be attacked by troopers and raiders that are not adjacent to water tiles, and tanks that are 2 tiles from being adjacent to naval unit.
    Sea Raider - moves fast, attack range: 1-2, best vs Troopers, weak vs Submarines, Heavy Artilery and D.F.A.
    Light Battleship - moves slow, attack range: 3-4, best vs Troopers, weak vs Submarines, Heavy Artilery, and D.F.A.
    Heavy Battleship - moves slow, attack range: 2-5, best vs Troopers, Tanks, Aircraft, Naval, and Artilery, weak vs Heavy Artilery, Submarines, D.F.A., and Aircraft.
    Submarine - normal, attack range: 1-5, best vs Troopers, Tanks, Aircraft, Naval, and Artilery, weak vs Heavy Artilery, D.F.A.

    2007-07-12 03:08:50.0

    What map are you playing the air/naval units on?

    2007-07-12 03:12:14.0

    Nevermind, I just reread what you wrote. 

    2007-07-12 03:54:00.0

    Heh, I wish I could play with the new units already.:)

    2007-07-12 04:08:53.0

    Some feedback on the image upload in the profile section:

    1) Doesn't seem to be uploading my file even when it's less than 100kb and cropped to 125x125

    2) No notice of failure when an image is too big, the page just seems to sit there and act like it's loading - I even let it sit for a few minutes.

    3) It would be nice to handle size and cropping on the backend so that the user doesn't have to deal with preparing an image. It's kind of a hastle to go searching through photos and then try to crop and make sure the file size is right - prob would deter a lot of people. I've handled this in the past with things like imagemagicjk, rmagick, or even one of the other smaller image libraries since cropping and compressing is a simple process.

    4) I do like the ability to add the photo and add text. The div swaps for these forms are working great in Safari 3.

    2007-07-12 05:39:16.0

    On game creation, I am able to select more than the maximum number of users for a map. It gives me an error when I try to start the game though. I can see the need to do this it you select a 6 player map, enter in 6 names, then select a 2/4 player map. Maybe grey out the extra slots with the player names listed to diffirentiate who will go live and be able to play.

    2007-07-12 05:41:47.0

    Another nice addition in the create game area would be a way to show the current players online and those looking for games in some select lists or something. It's hard to remember people names from the list (as least more than one at a time).

    2007-07-12 05:43:54.0

    After the most recent restart. The warning triangle is back with 2 games waiting, 1 invite. The map is now right justified. I do like the "Somebody else is playing ..." watermark. I would recommend making it a little bit darker for ease of reading.

    2007-07-12 06:46:24.0

    the update accidently rolled back some changes.. should be fixed now:)

    2007-07-12 06:52:05.0

    does the map being right justified mean that large maps that are too big for my screen will now be overlapped by the panels on the left?  or better yet will there soon be a horizontal scroll bar that will show up when needed?

    oh, and if i haven't said before, i really enjoy this game, even this beta, for me at least, isn't making it unplayable.  just here trying to tweak it, especially so that newcomers can graps it quicker and better. :)

    2007-07-12 07:01:02.0

    Artillery is mispelled for Light and Heavy. It's spelled Arillery in the unit info box on the left side.

    2007-07-12 07:36:37.0

    You're now able to play on solidgoldmind's map "tai chi". The map allows you to build ships and planes. It gives you 400 credits per base so you can lead the more expensive units into battle. However we're still not quite able to render the maps properly. Everything is more black then it should be. We're working on this but I thought you might want to give the new units a try even if the map images are somewhat broken.

    2007-07-12 07:39:31.0

    Thanks! Running a game now. The info for the submarine runs out of the unit info box for the "useless vs" section.

    2007-07-12 07:52:18.0

    yep, the black makes it kinda like fog of war...  but super cool nonetheless.  thanks!

    2007-07-12 07:52:20.0

    Sorry for complaining, but your first test map choice wasn't all that great. I would've liked to see one with a bit more bases or more possiblilities for ground unit batlles. Just because we're intigrating the air and sea doesn't mean we should ignore the ground.

    I hope to see more maps in the future! 

    2007-07-12 08:22:18.0

    subs don't capture water base?

    2007-07-12 08:45:05.0

    as a temporary solution hovercraft can capture bases (and troopers of course)

    2007-07-12 08:53:26.0

    oooh, ok.

    and helis and jets can do more than just move and attack, jets can do an additional move and helis (i keep forgetting by cypy told me) can do an additional attack.

    2007-07-12 08:56:16.0

    as for the choosen map.. the maps do not render correctly yet but we wanted to give you one to get started. more maps are coming:)

    2007-07-12 08:57:25.0

    Thanks a million for choosing my map! I can't tell you how excited I am to have the honor of testing my map with new units.XP I notice there might be a problem with my design. No way to capture bases on the opposite island. 

    2007-07-12 09:17:55.0

    @luckymustard: It's not the heli's that can attack twice per turn, it's the hovercrafts, lol!

    2007-07-12 09:35:30.0

    nonetheless i keep forgetting.  arghhh!:)

    2007-07-12 09:39:10.0

    Account type: Basic

    I found a bug in my first game. I started a game with the new units. Map Tai Chi. Normal bases work fine but when i click on naval or air bases i can do nothing. I have no options to build anything. They seem to only work when Pro accounts start the game!!

     

    2007-07-12 09:42:51.0

    nice catch xiken. going to be interesting to see how that's handled.

    2007-07-12 09:46:40.0

    One more bug: the destroyer says "attack range: 1" but it was able to attack my trooper from two hexagons away.

    2007-07-12 09:48:47.0

    Just a quick question and comment: is the new inspector really going to not show the attack and defense number of units in the next version? I miss the old "this is how much defense and attack" meter. I can't live without it. Please, bring it back.

    2007-07-12 09:52:23.0

    i can't live without meters too!! 

    2007-07-12 09:56:11.0

    I suppose it will get a bit cluttered, with one meter for every type of unit: mech, infantry, air, marine... but it is worth it.

    2007-07-12 09:57:23.0

    I miss them also, but it probably uses more bandwidth/storage due to the images in the old version.

    2007-07-12 09:58:38.0

    at least there could be a number system in place along side the new info box data.

    2007-07-12 09:59:43.0

    We definitely need an easier way to pick players to play with.  A dropdown of the n people who most recently took some kind of action in the game, maybe.  Or (as I suggested in another thread), have checkboxes next to people in the Community tab, so you can just pick them right then and there, then hit a "Create Game with These Players" button.

    2007-07-12 10:12:27.0

    Absolutely

    2007-07-12 10:14:13.0

    i agree fully with that idea Pistos.:) 

    2007-07-12 10:14:22.0

    Re: inspector: How about you show the full numbers and/or meters when clicking on an empty terrain.  It could even happen in a popup, for more viewing realestate.

    2007-07-12 10:15:59.0

    Another feature request: How about you do away with in-game scrollbars altogether, and just make the map center on any empty terrain hex which is clicked.

    2007-07-12 10:17:34.0

    with the new who is online tab, I agree it would be good place to choose a couple of people to invite right from there.

    perhaps some sort of live search feature in the 'invite player' box would be another option, then you wouldn't have to remember all of a players name, just the first part and the search feature could help complete the rest... 

    2007-07-12 10:18:10.0

    I'm playing on a doesn't-fit-in-my-window map, and it is rather bothersome to have to scroll down just to get to the horizontal scrollbar, and then scroll it, and then scroll back up again to see what I was gonna do!  Man, even just typing that out feels taxing. :)

    2007-07-12 10:18:24.0

    Yeah, I think most people like the smaller maps anyways (quicker to play). Scrolling the map around is really a pain, and some people are having issues with no ability to scroll at all. big disadvantage there.

    2007-07-12 10:21:20.0

    whoa, wait a second.... Pistos, you can scroll down to get to see a horizontal scrollbar?  I wish I could even do that...

    I like your idea above about having it center on click.  +1

    2007-07-12 10:22:26.0

    luckymustard: Firefox 2.0.0.4.

    2007-07-12 10:32:03.0

    I don't mind a big map, because it gives more strategic possibilities, but I wouldn't play one because the scrolling is too annoying.

    2007-07-12 10:32:29.0

    I updated my map "Scrubs" to be better for more expensive units.

    And on the topic of "suggestions", I have one:  Now that I'm playing in the test server, for the first time I realized how handy the live ticker can be... when it is only showing a few people playing. I bet it would be easy to make a "customizable" live ticker. Basically, when someone makes a weewar account, they have some options, they can have it show everything, or just the games they are playing, or the games of only users they select.

    2007-07-12 10:45:07.0

    Interesting thought.  I think I could go for that.   I've actually tried to use the ticker to show me who is active, so I can invite them to new games. :P

    2007-07-12 10:53:22.0

    even in normal server i use live ticker to show who is active. It's a great tool to use when you are looking for a fast game!!

    2007-07-12 10:54:27.0

    Jets are broken. I just played a game where my opponent took out all my jets and then landed on my airfields. I tried every land unit possible to destroy the jet. His would not lost any hit points, but i lost all my units. The info box says Jets are weak vs Troopers, so I think this is a bug.

    2007-07-12 11:21:51.0

    I think that the artillery should be able to attack planes, or maybe some anti-plane artys that you can build

    2007-07-12 11:33:15.0

    sorry smos- it is broken because my opponent just use air units to take out all my ground units. I could not build any air units since all he did was land a jet on my airbases.

    2007-07-12 11:48:02.0

    can't you attack with other units?

    2007-07-12 11:49:04.0

    ah,  I see now

    no I don't think Jets are able to be attacked by anything but aerial units 

    2007-07-12 11:50:43.0

    nope- Troopers, Heavy Troopers, Assault Artillerys,  buggies, etc...Everytime i attacked it my units got damage and the jet had full health.

    2007-07-12 11:51:26.0

    I like Cypy's idea, having a secondary customizable ticker (maybe placed in the HQ) would be great. I can follow my own games in a quicker format and I can follow others without much hassle. At least, this would make it usable because as it is right now, it's way too fast to click and watch the games. Think of what will happen in the future when Weewar has twice the number of players.

    And Plasticshore, I love the new move/invite indicators you placed on every page. It's awesome!

    And I'm starting to really really dislike this inspector because it doesn't include all the information I need. For example, I want to build a Raider but I also want to know if it's effective against an Assault Artillery and I have no way of doing that (because usually I'll look at the defense and attack of each unit and compare)! The new inspector doesn't list strong/weak/useless against every unit and I think that makes the panel almost useless. 

    2007-07-12 12:23:30.0

    Map Name: Islands

    Username: degroat

    Starting Credits: 600

     Per Base: 200

    2007-07-12 12:44:31.0

    I seem to have run into some ghosting problems were I've move a unit but the picture of the unit is still there in the old hex.

    2007-07-12 13:41:42.0

    2007-07-12 14:21:10.0

    i got that problem sometimes too BlueSky... so +1 to that problem. Actually i thought it was a local computer problem. My graphic card is sometimes so tricky... and i got similar ghosts in Adobe Illustrator. So i didn't thought it was game related issues. But if someone else gots it!! Probably it isn't my problem!!XP

    And sometimes i kill an enemy unit... but i can see it's ghost there. I can't attack it... but i can see it!! That happens in the normal server... i haven't had that in the test server though!! 

    2007-07-12 14:36:05.0

    Is it possible that to each unit we can see how many hexes do they move per turn?

     Bug found (probably someone spotted it earlier): if you hover the mouse over the desert hexes the inspector doesn't recognize it and just gives the message "inspects terrains and units by moving your mouse over the map"

    2007-07-12 17:34:45.0

    any update on the much anticipaited fog of war?

    2007-07-12 18:24:52.0

    PBSky, PShore: What move/invite indicators?  I don't see anything? 

    2007-07-12 20:27:14.0

    A few more bug reports:

    When I ended a game in which I was the only player left, the action box changed to: "This game is finished.  [ ] send email when ready."  Send e-mail for what? :)

    I'm using a DFA to attack, and it says range is 3-5, but I am able to strike a unit at distance 2. 

    2007-07-12 20:28:25.0

    I am working on the testserver right now. This will take a minute. I will propably delete the current games (but not the maps and not the accounts).

    2007-07-13 08:12:54.0

    what changes can we expect?

    2007-07-13 08:22:34.0

    After I am done I hope to finally be able to make your maps playable correctly. If someone could summarize comments about the new units I could even do a round of balancing.

    2007-07-13 08:27:37.0

    the two most important things:

    • make subs attackable by any unit when they occupy en enemy harbor
    • nerf the jets. decrease their defense dramatically and reduce their range

    2007-07-13 08:32:21.0

    also, some descriptions need to be fixed

    2007-07-13 08:32:57.0

    and destroyer take too much damage when attack subs

    2007-07-13 08:35:08.0

    the hovercraft and the destroyer have wrong descriptions

    2007-07-13 08:35:55.0

    I think it would be better if you just made jet's unable to fly over bases (air, land or sea).

    2007-07-13 08:45:46.0

    right now jets can almost only be damaged by other jets

    2007-07-13 08:47:17.0

    I heard that ground based anti air units are on their way. But then again that might be only rumour.

    2007-07-13 08:54:24.0

    is there some kind of "Fog of war"-testing?

    i don't see the map anmyore until i select a unit:) 

     

    2007-07-13 09:30:28.0

    No sorry:)

    2007-07-13 09:56:15.0

    @Steven: the blackness is a glitch.:)

    2007-07-13 09:57:02.0

    So, Bert, I wanted to update one of my maps, will I have a chance to do that later today? 

    2007-07-13 09:57:48.0

    actually, it's white, not black, but ok ,-) 

    2007-07-13 09:58:19.0

    It is???

    2007-07-13 09:59:07.0

    Testserver is up and running again.

    2007-07-13 10:02:47.0

    All games were deleted though. You might want to start new ones on new maps (which I am going to select next) ... Jet is a bit less hard to hit and moves 2 squares less. Anti Aircraft units are available now. 

     

    2007-07-13 10:04:45.0

    wait... THAT'S GREAT! 

    2007-07-13 10:07:20.0

    Celebrate the end of the Jet Opression!

    2007-07-13 10:07:50.0

    If you think about it, fighter jets are pretty powerful pieces of machinery in real life.  They do go fast, and they do pack a powerful punch in terms of armaments.  A couple things to help balance the game while keeping the jets nearly as powerful:

    2007-07-13 10:20:55.0

    Anti-aircraft unit(s), which you have already added.

    2007-07-13 10:21:10.0

    Aircraft should exert ZOC over each other.

    2007-07-13 10:21:22.0

    Jets should cost a lot.

    2007-07-13 10:21:44.0

    And the big, radical suggestion: Introduce unit upkeep.  It'll be a big change, but if you had unit upkeep per turn, then you could make the unit upkeep proportional to the power of the units.  In our case, make the jets cost a lot to maintain (fuel, ammunition, pilot salaries, etc.)

    2007-07-13 10:22:58.0

    like how much?

    2007-07-13 10:23:21.0

    bert: That'll have to be tweaked, obviously.  I don't have any solid figures off the top of my head.

    2007-07-13 10:23:37.0

    Oh, and AA units should exert ZOC over aircraft, too.

    2007-07-13 10:24:00.0

    Also, you may consider letting infantry hide in forests (can't be seen by enemy players unless engaging).  This could be "always hidden in forests", or perhaps "chance of being seen" or perhaps require a movement point to "settle in and hide".

    2007-07-13 10:25:15.0

    This way, infantry could do things like take cover from aircraft, ambush other units, etc.

    2007-07-13 10:25:35.0

    TY TY TY, you made my map into a playable map!!

    It's 0 starting credits, which sort of a bummer, but I appreciate it!! 

    2007-07-13 10:37:06.0

    uh oh, 0 starting credits and 0 credit per base.... not playable. a fix anytime soon?

    2007-07-13 10:38:40.0

    The online status is broken. It shows people online that are not and people offline that are online. Thanks for fixing the avatars. I just couldn't play with that broken.:)

     

    Plus, here's my map. 

    Username: Clowntrigger

    Map: Test 1

    Starting Credits: 100

    Credits Per Base: 100

    2007-07-13 10:43:05.0

    i've just got an exception as i tried to leave a game that was not started yet: Error code 500

    javax.servlet.ServletException: /play_join.xhtml @43,67 value="#{joinGameBean.factions}": com.weewar.web.jsfbeans.JoinGameJSFBean
    javax.faces.webapp.FacesServlet.service(FacesServlet.java:121)
    org.ajax4jsf.framework.ajax.xmlfilter.BaseXMLFilter.doXmlFilter(BaseXMLFilter.java:96)
    org.ajax4jsf.framework.ajax.xmlfilter.BaseFilter.doFilter(BaseFilter.java:220)
    org.tuckey.web.filters.urlrewrite.RewrittenUrl.doRewrite(RewrittenUrl.java:176)
    org.tuckey.web.filters.urlrewrite.UrlRewriteFilter.doFilter(UrlRewriteFilter.java:728)
    org.apache.myfaces.component.html.util.ExtensionsFilter.doFilter(ExtensionsFilter.java:122)
    com.weewar.util.RequestFilter.doFilter(RequestFilter.java:42)

     

    2007-07-13 10:43:58.0

    well, perhaps it also did not exist anmyore 

    2007-07-13 10:44:39.0

    I just got a similar error when I tried to join a game.  If you want, I'll post the screen capture.

    2007-07-13 10:45:07.0

    Cut n paste the error here.

    2007-07-13 10:49:43.0

    4 Maps are available now. I can also make new maps playable by a few clicks (finally).

    2007-07-13 10:54:33.0

    hey, great having more maps available now!

    2007-07-13 10:55:04.0

    ...but when will I be able to create maps?

    2007-07-13 10:55:25.0

    You should be able to .. headquarters -> Your maps -> Create new

    2007-07-13 10:56:54.0

    I love the new features. Especially, the options for voting people out when they don't play within the specified time limit. For eveyone on the test server it is not a problem, most of us play frequently and other than testing purposes I have not voted anyone off. But for games where someone refuses to play, I love it!!. Also, the chat on looking for games is great! My only negative observation has to do with the zone of control which I think needs tweaked. Otherwise, great job with the new mods.

    2007-07-13 11:42:14.0

    Bert: my map has 0 credits for everything.. a fix anytime soon? 

    2007-07-13 11:47:36.0

    nevermind, it's fixed, thnx

    2007-07-13 11:49:50.0

    everybody invite me to SunTzu Rush, i wanna play!!

    2007-07-13 11:50:04.0

    No inspection information for deserts.

     

    2007-07-13 11:53:33.0

    There is a small goof-up with the preview of the map "Dust." It is all Scrunched up.

    2007-07-13 11:54:55.0

    When playing a game, it still shows you have a game waiting to play in the Headquaters tab at top. It seems like if you have that game activ, it shouldn't show it.

     

    2007-07-13 12:00:11.0

    Oh, and the little "number of games that need playing" alert by the headquarters link is enormously helpful.

    2007-07-13 12:00:25.0

    cypy, get back in there and do your turn! 

    2007-07-13 12:00:40.0

    kk

    I will:P 

    2007-07-13 12:02:03.0

    How can i fix my "Dust" map? The Trooper is suppose to be a hovercraft.

    2007-07-13 12:10:18.0

    i was wondering, the dust is soooooooooooo slow to start b/c of the trooper

    2007-07-13 12:11:27.0

    Yah, my bad I forgot to update the map. I was busy playing games.

    2007-07-13 12:13:44.0

    not blaming ya. i made my map before i had played with any of the units yet. it's all still new.

    2007-07-13 12:14:55.0

    hmmm...need more hovercraft for that map. Maybe put in a swamp base?

    2007-07-13 12:15:06.0

    I'm thinking AA guns are useless unless they automatically shoot anything that comes within range. Or maybe the first 2 planes that fly by...

    2007-07-13 12:32:13.0

    i agree clowntrigger... right now, they are only really useful if you make a line of them, that way they have to fly through you...

    what they really need is a long range, like 6, but they only hit air... 

    2007-07-13 12:47:18.0

    Ditto on the AA guns, they are pretty much useless.

    2007-07-13 12:51:37.0

    how do you get troopers to the other islands on isle of death? or is there a unit that can catch ground bases other than troopers? 


    i'm cornfused.

    2007-07-13 12:56:47.0

    hovercraft = trooper (can capture)

    2007-07-13 12:57:52.0

    excellent. thanks.

    2007-07-13 13:02:17.0

    Aircraft attack/defense tables are screwy. Lots of damage on the offensive aircraft, not as much on the defensive (8/6).

    2007-07-13 13:23:45.0

    it's slightly random

    write it down 20 times and see if it's way off. 

    2007-07-13 13:25:54.0

    Like I said in another thread, all that needs to be done is to give AA ZOC.  Like a 2-hex radius ZOC against aircraft.

    2007-07-13 13:46:12.0

    Got a bug...

    http://test.weewar.com/game/28 

    In this game, I can't select bases or units during my turn. All I can do is end my turn. Chat works too.

    I've tried closing the game and returning, closing the browser and re-opening, restarting the computer, clearing my cookies out, and restarting my browser again after that. It must be something wrong with this particular game, as other games work just fine. However, it did occur in another game but, mikeg and me ended it instead.

    2007-07-13 13:51:56.0

    Pistos: I think Clowntrigger was talking about aircraft, not AA.

    2007-07-13 13:59:19.0

    SunTzu: I was referring to people saying the AA are useless. :)

    2007-07-13 14:00:40.0

    ahh, just following the last few items... threw me off.

    2007-07-13 14:04:57.0

    I have to agree with what Pistos is saying, they aren't useless... Give them ZOC over aircraft (2 hexes is good), give them 1 more range (totalling 3) and make them weaker against naval and land units and we have a perfectly balanced unit. 

    2007-07-13 15:01:29.0

    running a lit out of the current topic. But this new inspector (which i don't really like it, i will ask again, bring back a new version of the old one please) i have a mistake in it. When trying to move a hovercraft, the inspector say i can't move it to a forest hex, but i've tried it, and i can move it there. that should be fixed imo.

    2007-07-13 19:05:59.0

    I don't think the new inspector works yet with the new units. It either doesn't work or what it says is sometimes wrong. 

    2007-07-13 20:25:20.0

    I've tried closing the game and returning, closing the browser and re-opening, restarting the computer, clearing my cookies out, and restarting my browser again after that. It must be something wrong with this particular game, as other games work just fine. However, it did occur in another game but, mikeg and me ended it instead.  

    it happened to me too but on the real weewar not the testing

     

    2007-07-13 22:08:22.0

    Speaking of the inspector, which smoscone says will get straightened out in time, I've noticed that I get no feedback from it.  This is probably due to the same issue that keeps me from using the map editor, which is that I'm using Explorer as my browser.  Also, though, I was able to create a map, "lilliput", which I'll now tell all about in the proper thread, but the way that I was able to do this is using another computer which I don't normally have access to and that has Firefox on it.  But I just wanted bert and plastic to know about my issues with the inspector especially you other guys were talking about it.

    2007-07-14 09:02:56.0

    I've tried closing the game and returning, closing the browser and re-opening, restarting the computer, clearing my cookies out, and restarting my browser again after that. It must be something wrong with this particular game, as other games work just fine. However, it did occur in another game but, mikeg and me ended it instead.

    Um, are you sure you were clicking on the correct color of units?  I know it sounds simple, but it has happened to me before:P

    2007-07-14 13:21:02.0

    lucky, try updating java for IE. There may be an issue there. Or I may just be blowing smoke...

    Cypy, umm, that happened to a friend of mine too. hehe.

     Another issue I've run into. When I use my small screen pc (1024x786), on larger maps, I just can't see the inspector to check unit stats. It's way at the top. The nasty Battleship is way at the bottom. Help!

    2007-07-14 13:50:41.0

    "Um, are you sure you were clicking on the correct color of units?  I know it sounds simple, but it has happened to me before:P"

    pretty sure they were the right ones. i don't think i've ever mistaken someone elses units for my own yet.:)

    2007-07-14 14:33:48.0

    ...but there's always a first for everything. 

    2007-07-14 14:35:01.0

    I noticed the live ticker didn't display the health number of units properly on any browser I tried.

    2007-07-15 08:30:29.0

    Alex/Bert... I know you have a ton of map requests, but if you could pick a multiplayer (such as mine below), I'm sure the people on the test server would greatly appreciate it.

    username:SunTzu

    MapName: 2v2

    Initial Credits: 300

    Credits Per Base: 200 

    2007-07-15 10:12:02.0

    I've declined a few games this weekend and was thinking it would be good if the game chat window results were sent to the person starting the game (and maybe all attendees) so if they don't check, they would have whatever reason is given.

     

    2007-07-15 12:56:10.0

    Re ticker: We switched the whole system from gif to png. We missed out to tell the ticker about it;) Thanks for flagging it up!

    2007-07-15 14:37:06.0

    The weewar test site isn't loading for me. A problem? An update? What's going on?

    2007-07-15 20:53:53.0

    me either... i've tried a couple times over the last 45 minutes or so, and it just keeps saying "loading" up in my browser.

    2007-07-15 21:54:30.0

    I believe the server is down for the moment guys. One of these threads has more info for you, but I can't remember which.:)

    2007-07-15 22:12:24.0

    the thread "test server" has more info

    2007-07-16 06:25:44.0

    the weewar wiki is missing the new unit pictures.

    2007-07-16 13:52:23.0

    it's because the test server that's hosting them is down.:)

    2007-07-16 18:17:56.0

    i just noticed that an opponent's base had zoc over my hovercraft.  to make sure i'm not going nuts, can the devs confirm this?  tx :)

    2007-07-19 10:26:00.0

    also, are we still considering what we're currently in as "test #2"?  or should we now call what we're in now either "test #3" or "test #2b"?

    2007-07-19 10:27:08.0

    Versioning of the beta test builds would be great.  Then we can precisely and consistently refer to specific version numbers.  And the version number should be conspicuous somewhere, like on the home page, or in the headquarters, or even in small text in the footer of every page.

    2007-07-19 10:42:42.0

    I don't really like how zoc works. I think it's a good concept and has a lot of potential but I don't think every unit should have a zoc. How about only giving zoc to slow/fast moving units?

    Infantry are extremely easy to kill now if they're not on a special tile that increases their defenses. This makes making heavy infantry even less attractive at 150c per unit.

    With the way zoc works and how every unit has a zoc this game has made guarding artillery extremely easy. Zoc has essentially removed every strat that weewar had to offer previously and reduced it down to only 1strat. That strat is whoever has the most artillery wins since there's no way to kill an enemy's artillery until you kill every single unit standing infront of it. With that said even with the reduction in armor for the basic infantry they have now gained a huge advantage since now just 1 or 2 infantries can stop an entire army's attack.

     Also zoc essentially makes retreating near impossible if your unit is 2 tiles in an enemy's zoc. You can now encircle an enemy's unit with 2 of your units and prevent it from going anywhere.

    2007-07-20 17:42:28.0

    I think ZOC just needs more playtesting.  It takes getting used to if you've played many games without it.  It is intentional that you can surround a unit with two others and half entrap the unit.

    2007-07-21 11:25:43.0

    Of course, I don't like the idea that the game is reduced to an artillery arms race; but I don't think it's come down to that.  Remember the advantage of one strategy is equally available to both you and your opponent; you just have to work with the tools and rules that you've got.

    2007-07-21 11:26:39.0

    yeah, I agree. Only some units should have a ZOC

    2007-07-21 12:27:17.0

    Every unit type needs specific ZOC against each enemy unit type, probably.

    2007-07-21 21:42:04.0
To send a message, Join Now (it's quick and free) or Sign In
Edit Topic
Delete Topic
Are you sure you want to delete the topic