I apologize if the following numbers are not very meaningful to you, but I would hope they reveal a lot about the relative changes we have just made:
Heavy Trooper
100 -> 200 credits
Troopers
defense 8 -> 6
forrest defense bonus 1 -> 3
mountains defense bonus 2 -> 4
Anti Air
Range 2 -> 3
attack against air 16 -> 13
movement 2 -> 3
price 450 -> 400
Heavy Artillery
attack vs trooper 10 -> 12
Jet
approach 7 -> 6
escape 7 -> 2
Helicopter
pice 800 -> 600
Bomber
price 1400 -> 1200
Battleship
price 2700 -> 2000
attack against air 6 -> 12
Destroyer
attack against air 10 -> 8
Speedboat
price 400 -> 200
defense 8 -> 6
Bases can now built hovercraft
We have also made some major changes to the game layout
Invites have been moved into the regular games tab in our headquarter (they will get some extra styling still)
Bombers' approach and escape has also been reduced to 6 and 2 (like the Jets)
Wasn't the Bomber's original price 1800 credits, not 1400? Anyways, awesome work!
I would like to add that the last nail in the coffin that this update needs is a revamped "New Game" module. Something with matchmaking would be the best and be most appreciated! But if not possible, at least make it more streamlined. Thanks.
Awesome Job. Question: What do you mean by escape?
Especially the build hovercraft at bases.
Okay. The vertical scroll bar (in the non-collapsed mode) for the map is really annoying me, can you take care of that? I love the collapsible panel though and the new darkened images for played units is awesome.
I agree with sky on this one.
I think if you move the content below the map to the left hand side bar or maybe above the map. Then you can just rely on the browser scrollbar.
no really a bug, but on "Isles of Death" map. Since hovercrafts can not go thru forest tiles, they can not capture the base surrounded by trees(middle islands on top n bottom).
first thanks for the update and explanation of what changed!
one thing that could fix the immediately above "issue" with hovers not being able to capture bases surrouned by forest is if water bases could also build land units. otherwise that map has a slight "issue" with true winnability.
madmike, escape means the second move that jets can make after their first move (including attack or not). so, to restate what jets do: they can move or attack, then if they moved first, then they can attack, then they can move again (escape). if they attacked right off the bat, i don't know if they can only move once at that point, or twice. anyone?
so maybe hovers can go thru forest but their movement is reduce by half and defense severly weaken. ?
plus....this is why its call test.
battleships cost reduction = not good![]()
yeah, battleships need a nerf, but will try recent changes. Found a graphics problem on map preview from the New Game screen. Its in the upper right of the screen. Firefox 2.0.0.5 (just updated), 1024x786.
Troopers is mispelled (Troppers) in the info section for sand.
No info on repair base.
Weegasm on the collapsable info section. Very nice.
Now make it draggable to the bottom (like Netvibes)!
oh, you just reminded me of a typo I saw - when you offer peace it says "no-one will loose points" in the info box that comes up
loose points? corral them over here. hehe
Harbor info has "off limits: for" and no additional info.
dang i was getting excited about having troppers![]()
the inspector is a tad eratic still. sorry for that. we will try to make it more acurate asap.
yeah.. those troppers were a short lived bunch
It looks great so far. How about some more user maps?
Yeah... The inspector doesn't work for units doesn't work at all in IE but it works great in Firefox.
alex they layout looks really great. much fresher. and the ability to collapse the inspector is such a gift for those of us that like small computers. i bet the iphone users will love that too.
And did you guys take the repair functionality from the Bombers? (I think the Jets too.)
I love how the approach and escape movements for Jets and Bombers work, a lot more natural. And the half-darkened units are very good cues!
And the Battleships need a defense nerf, one or two notches down would be good because now they're a full featured powerhouse with anti-everything capability.
keep it coming.. there will be more opportunities for further tweaks. And yes.. we removed the aility to repair from aircraft when not on an airfield. I can see how a tank can do some repair work in the field - but for a plane to do it in mid flieght?![]()
if you collapse the inspector it pops back open when the next person's turn is over forcing me to keep collapsing the inspector constantly.
Dunno if such a thing is even possible. Or if i am just a key shortcut freak (i know i am in fact). but can i have a shorcut key to switch between full screen mode (chat hidden) and normal mode?
I just saw the test server is up now. A big o_O at the "maximized" mode. Two thumbs and a big toe up! Great idea.
"weaker on Swamp, Forrests" for the AA-Gun. Forrests should be singular.
on the Headquarter screen, "You can be removed after 1 hours!" should be singularized.
also Forest has only one r
unless that was your typo not Weewar's
There's a problem with how income is calculated. For example, on the map Isles of Death, I have 12 bases of several types, it says 400 credits per base, so I should be making 4800 credits per turn, but in reality I only make 2800 credits/turn so that's 233.33 credits/base not 400 like what it stated. With another game, it is 240 credits/base... It's very very odd.
got a bug in the Games archive page...
using FF 2.0.0.3 on Ubuntu 6.10
Okay, there's been one problem with ZOC that I haven't mentioned yet but I've talked with Pistos before. Movement in the enemy units' ZOC should be mutally shared between my units. That means that if my front unit has the option to move one hex around the enemy unit's ZOC, then the unit behind him should be able to do the same. It's really hard to explain it without pictures, so if people are still confused, I'll try to come up with some pics to explain it all.
I think that the new vertical scrollbar is awesome because it illiminates the need to scroll DOWN just to be able to access the horizontal bar at the bottom... but, you should fix it by moving this:
You have been playing for 1 Minute.
You can be removed after 1 day!
to the side, giving the map more space on the bottom.
That vertical scrollbar needs to go! Especially since it's not taking care to maximize screen space. I mean, that's the whole point of having high resolution screens!
If you want to scroll down quickly to get to the horizontal bar. Try pressing [End] or [Page Down].
No, it is good, the map just needs to go a bit farther down.
*me feels an argument brewing*
What resolution are you using for your monitor? That vertical scrollbar is inelegant and is not needed. I swear to you, it doesn't deserve your support.
And one more grammar error. You're missing a space between the period and the capital letter in the new game message:
You can remove any players who have not accepted your invitation. Please note: New Weewar players will only be invited after you have started this game!
You have set the time limit per turn to 1 day.Other users can watch (public).
I highly doubt many people have a moniter big enough to see all the way to the bottom of those giant maps. I think the vertical scroll bar would be awesome if only the cutoff point was at the bottom of the window. Automatically resising to fit whatever window size you want.
I think the "you can be voted off blah blah" text string doesn't need to be red; except maybe if you're running out of time. ![]()
What would solve these size problems is if the maps were scalable. Either serverside "Click for Big Hexes | Medium Hexes | Small Hexes", or adjust the drawing code so that when we zoom with our browsers, it actually works out. At the moment, the images shrink, but don't reposition properly in terms of absolute pixel position.
PBSky: I don't understand your ZOC issue. Please rephrase, and/or give some screenshots. ![]()
The way I think ZOC should work is: No matter who you are, or where you are, or what other enemy units or allied units are there, if you step into an enemy ZOC, you cannot move any more, period. You can, of course, attack. Whether double-movers should be able to take their second move or not, I'm not sure.
We can beta test with ZOC tweaks like: if you use one of your units to step into an enemy ZOC, then that enemy unit is "occupied", and can no longer exert ZOC. This would allow another of your units to pass freely through (assuming no other enemy units are exerting ZOC).
I would love to see keyboard shortcuts implemented. My life would be complete.
Cypy: I have a 19'' WS running at 1400x900 resolution and every map fits on the screen no problem. I think this resolution or the one above (1600x--) or below it (1280x--) is the norm and most of the maps fits normally for those resolutions. I don't see why you like the vertical scrollbar so much since it doesn't utilize the resolution really well. I'd rather not have a vertical scrollbar for the map but if there was one for the whole window, that would be the correct way to go. If you have two vertical scrollbars like the current behavior, it gets really confusing with small resolutions and it wastes lots of space with larger resolutions.
Pistos: What I said about ZOC would be kind of like what you are saying with the last example, but take away the "freely pass through" thing and think of it as other units movement building on top of the unit that is occupying the enemy's ZOC. I will have to take screenshots or something to explain this.
PBSky: Yes, I still don't understand what you're saying. ![]()
I'm on it. The next chance I get in the test server I'll take some screenshots to illustrate my point.
Thanks.
Okay, um... it said in the info box that destroyers have an attack range of 1. But I moved over and then shot down a plane from like 2 or 3 hexes away.
As you have probalby noticed some of us who have tried to upload an avatar are now called "avatar alison" or some such. I am using FIrefox 2.0.0.4 for Mac and received a lengthy error report when I tried to upload my usual avatar.
I tried to post this earlier but it looks like it didn't stick or I can't find the original request. I would like to see the Surrender and Draw buttons moved to the left sidebar control area rather than taking up my valuable vertical map display area. Surrender and Draw are such rare actions compared to the daily play. For those of us on laptops, this is valuable real estate being completely wasted on something that should only take up a few dozen pixels.
Bluesky: 1600x1280 is far from the norm!! i'm on 1154x864 at home!! and other places i sometimes play are as different as 21'' monitors and 15'' monitors!!! And aren't there people out there playing with iphones? resolution can't be THAT high for them!!
The vertical scrollbar should not be inline with the DIV tag. If the content below the map is move to the left, then you can just rely on the vertical scrollbar of your browser. Shrink the map to 800x600 and you get two vertical scrollbars.
just for the record, i really didn't think anything was that far out of whack with the units. i have played plenty of games on isles of death and have used almost all of the units to win (somtimes lose
)
although i do like the battleships better attack against air, that just makes them even more destructive
The most common resolution is 1024x768, then 1280x1024. Even 800x600 still gets a reasonable share of the percentages, larger resolutions are increasingly common but still not the norm
+1 for stuffing things into the sidebar to make more room vertically for the map.
I'm wondering how much sense it makes for battleships and AA to have air attack ranges that are too different. If the battleship has 5 attack range, why not the AA, too?
Increase AA or reduce battleship, perhaps. And I was wondering if the units have different attack range for different unit types? (air range vs. sea range, etc.)
merge AA and ship

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