Search found 157 matches

by Molean
April 24th, 2010, 6:33 pm
Forum: Ideas
Topic: Population count, idea for campaigns (perhaps reg games too?
Replies: 32
Views: 2812

Re: Population count, idea for campaigns (perhaps reg games too?

Hulavuta, you sure seem to find it much easier to criticize then you do really reading what your replying to and giving thoughtful replies. I know it is possible to give thoughtful replies because others have done it here. If you don't need to worry about it at all, why even have it? Please pay atte...
by Molean
April 24th, 2010, 6:01 pm
Forum: Ideas
Topic: Population count, idea for campaigns (perhaps reg games too?
Replies: 32
Views: 2812

Re: Population count, idea for campaigns (perhaps reg games too?

You can't undo recruiting, you can undo recalling, and if it somehow caused the undo recalling to break, then I am sure there is someone able to figure out how to make it not break. If its so easy to do, what I am suggesting, then all the more reason to do it. Just because I don't have time/pc to do...
by Molean
April 24th, 2010, 8:15 am
Forum: Strategies & Tips
Topic: How do you see enemy/friendly unit range minus other units?
Replies: 9
Views: 1248

How do you see enemy/friendly unit range minus other units?

I know of ctrl b, but that command doesn't tell you of individual unit reach. What I normally want to be able to know is if I move a bunch of other units back, can X unit reach X square. You can move em back with fog delay off, or check individual spaces for enemy unit movement usage, but its a hass...
by Molean
April 24th, 2010, 7:54 am
Forum: Ideas
Topic: Weather effects
Replies: 8
Views: 939

Re: Weather effects

Try the dark forecast survival included in the game.
by Molean
April 24th, 2010, 3:20 am
Forum: Ideas
Topic: Population count, idea for campaigns (perhaps reg games too?
Replies: 32
Views: 2812

Re: Population count, idea for campaigns (perhaps reg games too?

I don't believe I agree with all of what you said regarding its impact on multi-player games, but if the code was already made for campaigns, then one might as well test it out for multi-player games too, then we would know for sure. As far as your suggestion of learning to code, writing code for th...
by Molean
April 23rd, 2010, 11:32 pm
Forum: Ideas
Topic: Population count, idea for campaigns (perhaps reg games too?
Replies: 32
Views: 2812

Re: Population count, idea for campaigns (perhaps reg games too?

A addendum to the original idea: Units in your recall list would count against your population limit unless gifted by the map and do not reduce your population count when recalled, if you dismiss them, you free up population. (it would be interesting if when recruiting, the same name and traits woul...
by Molean
April 23rd, 2010, 9:43 pm
Forum: Ideas
Topic: Population count, idea for campaigns (perhaps reg games too?
Replies: 32
Views: 2812

Re: Population count, idea for campaigns (perhaps reg games too?

This sounds like a campaign-ized version of the supply/food system in some RTS's, as in you could have 20 units max, but the max increases by 10 each time you build a house or capture a village. That is a completely different idea, nothing at all like I am suggesting. What your talking about is a m...
by Molean
April 22nd, 2010, 8:04 am
Forum: Ideas
Topic: Population count, idea for campaigns (perhaps reg games too?
Replies: 32
Views: 2812

Population count, idea for campaigns (perhaps reg games too?

With certain campaigns (and perhaps a option with regular games too) you have a population count. Every time you recruit this count goes down. When you win a map, the population count goes back up for every unit left alive. When you start out a map with units already deployed, you lose a population ...
by Molean
April 22nd, 2010, 7:40 am
Forum: Ideas
Topic: Campaign dialog log
Replies: 26
Views: 2643

Re: Campaign dialog log

@thespaceinvader Well that would be more hassle, plus you will see some dialog too early. @Eleazar Regarding the log showing dialog from previous maps in the same campaign: (I am not sure if that is what you are talking about there or not) In a well written campaign story, all these little details a...
by Molean
April 22nd, 2010, 7:34 am
Forum: Under the Burning Suns
Topic: Scenario Review: (UTBS) 8. Out of the Frying Pan...
Replies: 81
Views: 33552

Re: Scenario Review: (UTBS) 8. Out of the Frying Pan...

1) What version and difficulty level did you play the scenario on? 1.8 medium difficulty level. 3) Was there any event that caused you to almost instantly loose, or made the scenario unplayable without reload? Yes. When you encounter the humans in the tunnel, if the unit that triggers the the human...
by Molean
April 21st, 2010, 8:04 pm
Forum: Ideas
Topic: Campaign dialog log
Replies: 26
Views: 2643

Campaign dialog log

Sometimes you accidentally click past dialog that is triggered by moving your units to locations (I often do it) As far as I know, the only way to see what you missed is to reload the turn and try to be more careful. It would be nice if there was a log of campaign dialog you could go into and just s...
by Molean
April 21st, 2010, 5:06 am
Forum: Strategies & Tips
Topic: How do I cancel out a unit selection?
Replies: 5
Views: 865

How do I cancel out a unit selection?

It use to be easy to check a enemy units movement rang with with older versions of the game. Just select said unit and it shows you. But now if I have one of my units already selected, it shows that units movement/attack window instead. If I choose a unit of mine that has its movement already used u...
by Molean
April 19th, 2010, 8:33 pm
Forum: Under the Burning Suns
Topic: Scenario Review: (UTBS) 2. Across the Harsh Sands
Replies: 56
Views: 20929

Re: Scenario Review: (UTBS) 2. Across the Harsh Sands

1) What version and difficulty level did you play the scenario on? 1.8 the middle difficulty level setting. 2) Do you think the difficulty is adequate to the level? If not describe the issue that made the scenario to easy/hard. The scenario was way too easy because of enemy units being effected by ...
by Molean
December 7th, 2009, 8:46 pm
Forum: Ideas
Topic: Suggestions: Various add-ons to improve gameplay.
Replies: 6
Views: 813

Re: Suggestions: Various add-ons to improve gameplay.

What about an option to have delay shroud on by default, so that way you don't have to remember to enable it every game.
by Molean
December 7th, 2009, 6:08 pm
Forum: Ideas
Topic: Anti-Mirror match random.
Replies: 16
Views: 2380

Re: Anti-Mirror match random.

Maybe he talk about option in map preferences? Player will decide use mirror or not. Your completely missing the point xudojnik, with any use of random faction the decision on whether the map is mirror or not is out of the players hands. This idea would give players the choice. And considering with...