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Spacewar: missing features #565

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GoogleCodeExporter opened this issue Mar 16, 2015 · 17 comments
Closed

Spacewar: missing features #565

GoogleCodeExporter opened this issue Mar 16, 2015 · 17 comments

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Comment 3 by jlrl17, 2012-06-18 3:10 CET

i played the v.0.95.005 and the space unit overlap in the spacewar screen. And 
more things that i see are:

- no special name for destructor and flagships (in the original either unit had 
a diferent name, like name in naval fleet, ... of 20 destructor, either unit 
have a name like "Claw", "Panter", "Puma", "Lion"... "PanterII", "LionII"..., 
... "PanterVI", when you have a lot of fleet with great number of ship, their 
names was repeated.

- no experience count for the space unit (in the original, all ship had a count 
of "wins", number of objetives destroyed, and based on this a calification 
"novate", "principiant", "experienced", "veteran", "as".

- when you retreat fleet, the missiles and bombs lost their objetives and also 
retreat.

- when you shot bombs to ground target, and you agotated it, you can fire 
missile to ground target (?¿)

- multihead missile doesn´t work.


And now i don´t remember nothing more... it´s a great job, and really funny: 
THANKS for "rescue" this old game ;)

PD: if some point is not undesstandable... sorry, my skills in the language of 
Shakespeare are so few (i´m spanish). If you need some help for translate to 
spanish for a spanish version, please contact me, i´m tried to help (my skills 
on Cervantes´language are thousand time better than in english).

Original issue reported on code.google.com by akarn...@gmail.com on 18 Jun 2012 at 7:11

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A few comments:

- I haven't found the list of names in the original, It might be compressed 
somewhere.

- Critiques argued about the use of the XP, since you can't transfer personnel, 
therefore, outdated ships lose their utility faster.

- Bombs retreat: yeah, that's funny. Will be fixed.

- You can fire bombs at ships and rockets at ground defenses once the other is 
depleted, but you get 1/5 damage.

- Multi rocket, will be fixed.

- Do you have a spanish original?

Original comment by akarn...@gmail.com on 18 Jun 2012 at 7:30

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- if i can play the old IG in my XP at least 2 minute without crashing, i can 
get a list of the names of the ships (i think that the number of names 
couldn´t be to large, because when you had two or three fleets all names were 
reapeated) ;)

- the experience of the ship in the original game was very funny!!! ... i 
remember to play to reduce enemy fleets with my fleets of first line (Thorin, 
and Flagships3) and finally kill the rest with obsolet but experience fleet, xD 
... a fleet of flagship1 and 2 with destroyer2 killing a great damage darlangs 
fleet!!!

- the doble used of bombs and rocket... ok, it´s a good idea ;)

- ... no, i don´t have a game original of IG in spanish, it´s in english :S



Original comment by juanluis...@gmail.com on 19 Jun 2012 at 10:39

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i see something more:

- when you attack a planet, and go to the ground battle screen... only if this 
is the last planet of a race, this is equiped with tanks and vehicles to 
defense, i see this in Garthogs, Ychoms and Dargslans, no in the other race 
(cause i still don´t attack the other races).

- in the original i think that the fortress was more tough, because i remember 
to be obligated to destroy then with the rocketlauncher Mark2 at long distance, 
seeking the site were the vehicle could shoot whitout be shooting (i tried to 
do this playing now, but no succesful)

- the Morgarths send many colonizer (like the original)... but they don´t 
colonized :S

- about message of other race: you go to diplomatic room and see the message 
example: darglans "i´going to say to your mom that you beat me, you are bad 
bad bad..(alien tears), please surrender of i´m going to cry (more)" and then 
no appear the screen to accept or decline the treat.

- in ground atack some race surrender when you make them great damage at the 
fortress (in the original), but no ones surrender in this, so... could i call 
this 0.95v the "IG: Until The Last Drop Of Blood Alien"?? xD (it´s a joke)

i don´t remember nothing more now

only to say: i enjoy this v0.95, a great job ;)  (and waiting to see a v0.95 
with the fixes that you said, surelly it be fantastic like this... or a v0.96)

Original comment by juanluis...@gmail.com on 19 Jun 2012 at 11:06

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- Races gradually build up their defenses depending on their economic situation.

- We had no reference on the hitpoints of units and structures. But 
observations could help in this regard, i.e., how many tanks are needed to 
destroy a fortress, how much loss you get, etc.

- Do you have a save for this stuck colonizers? If yes, please zip and upload 
it.

- Did the original offer accept or decline? I couldn't find any relation change 
values for these.

- There is no surrender in ground battle. What was the rule? Did they always 
resign no matter how many forces you had?

Original comment by akarn...@gmail.com on 20 Jun 2012 at 8:19

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- all race started with some "basic point"... tecnologies, some planets, 
fleets... and ground force (like human of the empire, you start with some light 
tanks in the planet), now this ground force in alien side are too weak (is only 
my opinion)

- about the hitpoints of units and structures: i remember to loss a half of the 
ground force after destroy two fortress (with coordinate attack of all the 
tanks and vehicles), for this reason i looked for the site to shot with rocket 
launcher mk.II without be shotting. Now you can attack four fortress in 
discoordinated attack (although one by one), and you only loss 2-5 tank 
(behemont or tank mk.III). This matter plus the weak of alien ground force, 
it´s doing too easy the ground attack.

- about the stuck morgath colonizer... i see that, but i don´t have a save of 
this (but if i did it, i don´t know the folder of the save games to take it, 
copy and give them... sorry, my skills on computers only have comparaison with 
my poor skill of your language :S)

- yes... in the original you could accept or declina aliance, instead when the 
darglans committ you to surrender you could accept or decline (to prove, one 
day i click to acept to surrender... and i see "GAME OVER" xD).

- the "rule" to surrender it´s: Darglans and Sulleps, never, never surrender 
their fortress,... and the rest of race surrender the fortress only when you 
inflige a damage on it about 80% or more. If you destroy and/or surrender all 
fortress, and all ground force destroy (not count radar unit, and neither 
interference unit of garthogs) you win and get the colony to your empire. I 
remember to get fortress tecnology after conquer the first planet to the 
garthogs. Surrender don´t be affect by the force you had, only by the 
destrucction you do.

All this had serve to me to remember something more: Garthogs and Ychoms (i 
don´t remember if more race also) have in some planets two tecnologies center 
(military and IA for example), and two factories of the same type (for example: 
two spacefactory in one planet).

PD: i can sent you my save file of campaing... if you say me what it´s the 
file folder ( i´m biologist, not a great java programmer like you)

Original comment by juanluis...@gmail.com on 20 Jun 2012 at 2:52

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i remember the way to found a site for launcher mk.II where it can shot and not 
be shoting by fortress

at first you destroy all energy plant (nuclear for aliens), and without energy, 
only the half of the turrets of the fortress are operative... then you move 
your force to look for the site more near to the fortress without it shot. At 
last, you situated the launcher mkII in this point and begin to destroy the 
fortress

i´m going to prove it in v0.95... and then i´ll post the results


+ more things in space battle screen: when a enemy ship come inside range of 
fire, the own ships don´t fire... you need to order they to attack, or put it 
in "guard"... if you order a ship to attack and it destroy its objetive, they 
stay without shooting to other enemy, until that you give it orders (with the 
overlap unit in this screen is imposible to coordinated attack fleet-to-fleet).

About the names of the ships.. do you want i sent you a list with the names in 
the original game?

Original comment by juanluis...@gmail.com on 20 Jun 2012 at 3:55

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Thanks for the details, I hope I can make the changes for the Beta-2 release 
due within a month. 

The save files are located under "save/default" where you installed the game. 
Compress the directory with zip or Rar and post it here.

That no fire behavior annoys me too. Wonder how did the original behave in this 
regard. Did guard stick?

You can PM me the list or just copy in here.

Original comment by akarn...@gmail.com on 20 Jun 2012 at 4:03

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ok ;) 

about the ground attack to a fortress lack of energy... don´t work :(

althought there is no energy for nothing in the colony, the fortress still 
shoot with all its turret (i attach a photo)

About hit points of fortress, is also important because for human colony, the 
fire brigade give more resistant to the estructure (it could reparate the 
structure during the ground assault)... i can´t check it in v.095 (i´ll tried 
it when i´ll had been under attack)

i attach also the save campaing.

the fire behavior don´t be a trouble without overlap, but with overlaps units 
it´s very difficult to maintain the line of battle. The overlap will be fixed 
in the next release??? (pleaseeeee say YES!!! xD)

about the list... i´m going to get it to post ;)

Original comment by juanluis...@gmail.com on 20 Jun 2012 at 4:51

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and the save game... my conexion or my f***ing mozilla don´t let me to attach 
it

Original comment by juanluis...@gmail.com on 20 Jun 2012 at 4:53

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save games:

Original comment by juanluis...@gmail.com on 20 Jun 2012 at 4:57

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Thanks for the upload. I can't promise this that soon, because grid-based space 
battle will replace the mess-attacks with move-around each other when blocked 
like the ground war, and this could be as bad as in ground war now.

I'm finishing up this thread by putting it into SVN status. If you have further 
comments or issues, please refer to the recently opened issues or just open a 
new issue.

-----------------
0.95.008
+ retreat no longer affecting bombs and rockets
+ multiheaded missile should work now
+ if a ship destroys its target, it goes automatically to guard mode.

Original comment by akarn...@gmail.com on 20 Jun 2012 at 5:27

  • Changed state: SVN
  • Added labels: Milestone-0.95.200
  • Removed labels: Milestone-0.97

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I have the list of the original ship names!!  i get it playing my old IG 
original (but it crashes every ten minutes in XP)

there are only 20 names, and when you build more of 20 ships they repeated 
"Puma2", "Ivan2"... "Puma3"...

THE LIST: (if you want more names, but not original i could take its from role 
of diferents navys... or from other fonts: Flagships "Karnok" xD, sound cool)

Berserker
Executor
Chaotic
Excalibur
Ivan
Crusher
Metdown
Hunter
Falcon
Eagle
Terminator
Tiger
Puma
Giant
The Hammer
Dracula
Nightmare
The Anvil
Red Star
Lightning

... these are the original name, but you are the programmer, so, it´s going to 
be cooler if you modify this names or added other that likes you. I repeat... a 
Flagship 1 type Mammoth or Destroyer 2 type Warrior name: "Karnok" sound cool ;)

Original comment by juanluis...@gmail.com on 20 Jun 2012 at 5:41

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ok ;)

i´m going to kill some alien with the multihead rocket :)))



THANKS for this game ;)

Original comment by juanluis...@gmail.com on 20 Jun 2012 at 5:50

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Original comment by akarn...@gmail.com on 13 Jul 2012 at 1:32

  • Changed state: Fixed

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