Re: Time of conflict strategy and/or recording?

2014-07-16 Thread AudioGames . net Forum — General Game Discussion : ammericandad2005 via Audiogames-reflector


  


Re: Time of conflict strategy and/or recording?

OK, also, do you have any unit definition files or soundpacks up for grabs yet?

URL: http://forum.audiogames.net/viewtopic.php?pid=180864#p180864




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Re: Time of conflict strategy and/or recording?

2014-07-15 Thread AudioGames . net Forum — General Game Discussion : Nocturnus via Audiogames-reflector


  


Re: Time of conflict strategy and/or recording?

After playing around with time of conflict for the second time in my life, the first being back when it initially reared its monstrous head, I still find certain things rather tedious. Perhaps Im the only one who is going to see these flaws, and thats fine, since the game has grown to make up for these little hiccups, into a beast I can play for hours on end when I have the time. Between making units, maps, soundpacks, and online playing, I can honestly say that this one is getting my money soon.Back to the things that bother me for a minute, however, getting 18 infantry units into 3 troop transports is quite a pain, particularly since you have to keep track of which infantry units have gone where in order to avoid from selecting them again and trying to move them if already properly placed. Dropping them at their destination if that destination happens to be a city is also a pain, since there is no keystroke that will wake up units
  contained within a unit, which means you either hit shift w and wake up the entire contents of your city and sort through it that way, or backing said unit, be it a transport or carrier of some sort out of the city, hoping it doesnt block some other carrying unit, waking up its concents once you have it outside of the city, then having them all go into the city that way, which will only be one cell away, obviously.Also slightly off putting is having say, 30 fighters all going in the same direction and all of them encountering the same enemy city which you are currently not interested in, having to tell each and every single one of them to ignore it over and over again, or having 20 different bombers attacking a city and having to repeatedly do something with them after one has bombarded the city so that the others can continue. Having 6 cruisers or battleships all going to the same city can be a drag as well, since the game will simply present them to you and hav
 e you press space on them to skip their moves so that whatever is in their way will move.Incidentally, not that I mind having a limited airspace, but the fact that you can only have so many fighters and bombers sharing a particular cell should be documented, since I think I lost something like 40 fighters in one go because I didnt know. I sent them along with goodness knows how many, all to protect something or other, and on their way there they encountered each other in a mass, and rather than being able to move them in any sort of cluster, I was stuck hitting space on them over and over again until they ran out of fuel and crashed. Tey couldnt return home because of the massive amount of aircraft behind them, and they couldnt get to their destination because of the many in front. Honestly, I couldnt believe it; as enraged as I initially felt at losing so much in so little, I was rather amused.And then theres lists and n
 amed memory. I cant say how many times Ive selected a bunch of units in a list and tried to send them all to a city I stored in named memory only to find that I cant quite do it that way, since named memory seems to be considered a list of its own, or something.Beyond that, nothing much bothers me at all. On occasion one of my bombardment units will glitch up and refuse to bombard anything even if whatever it is happens to be 2 cells away, and once the maps are heavily populated playing time increases massively and can cause quite a bit of lag, but those are all minor irritations compared to the other stuff I mentioned. My strategy is simple, but Ive yet to try it on people, and while it seems to work on AI units quite nicely, Im pretty sure theres something Ive yet to figure out that works better. Im playing the campaigne map at present and Ive captured every enemy city Ive found. I exp
 ected the game to end awhile ago but it hasnt yet, so Im going after all of the empty cities. It was kind of interesting that Ive managed to tackle this much of the map in only 700 or so time measurements, since I previously played it before a few days ago and got into something like 1020 of them and was still engaged in what felt like an upward climb.

URL: http://forum.audiogames.net/viewtopic.php?pid=180763#p180763




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Re: Time of conflict strategy and/or recording?

2014-07-14 Thread AudioGames . net Forum — General Game Discussion : welshweyr via Audiogames-reflector


  


Re: Time of conflict strategy and/or recording?

Ive not had an alliance because it would be hard to control what the computer does. If it sends infantry to capture all of the cities then youre stuck with your small amount of territory and your ally would just get in the way. Ive not triecd though so that might not be right.Ive also not tried playing TOC in real time. The turns help a lot because there are so many units to keep track of that I think the game would get ahead of me in real time.The only problem with the game is that the placement of the computers territory can make the difference between whether it is winnable or not. I had to abandon a game once because the enemys land was very near mine and half my cities were in range of a Big Bertha artillery piece it built on its coastal city. That was the first time I saw what those bad boys could do and theyre terrifying! Fun to destroy them with bombers though since they cant target aircraft.

URL: http://forum.audiogames.net/viewtopic.php?pid=180661#p180661




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Re: Time of conflict strategy and/or recording?

2014-07-06 Thread AudioGames . net Forum — General Game Discussion : Dark via Audiogames-reflector


  


Re: Time of conflict strategy and/or recording?

Ill try setting it to turnsI want to get used to the game again on the easier turn based setting which will give me time to work things out before I try real time play.

URL: http://forum.audiogames.net/viewtopic.php?pid=179686#p179686




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Re: Time of conflict strategy and/or recording?

2014-07-05 Thread AudioGames . net Forum — General Game Discussion : ammericandad2005 via Audiogames-reflector


  


Re: Time of conflict strategy and/or recording?

I think it was set to turns at one point which made it like 1.0. setting it to realtime made it more like sound rts, which is more my territory.

URL: http://forum.audiogames.net/viewtopic.php?pid=179584#p179584




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Re: Time of conflict strategy and/or recording?

2014-07-05 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: Time of conflict strategy and/or recording?

Thank you for the nice explanation in post 8. It makes great sense.

URL: http://forum.audiogames.net/viewtopic.php?pid=179586#p179586




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Re: Time of conflict strategy and/or recording?

2014-07-04 Thread AudioGames . net Forum — General Game Discussion : welshweyr via Audiogames-reflector


  


Re: Time of conflict strategy and/or recording?

SLJ, both of your questions can be answered together. Lists show you all of your units of a certain type. If I have 17 armoured units split between 3 cities and placed on sentry on my land, I will forget where they are. By looking at the list of armoured units I can read down all of the armoured units and it reminds me of their coordinates and whether they are damaged and on sentry. You can use shift with down arrow in the lists to highlight groups of units then wake them up or send a whole group to a certain place or attack an enemy or whatever. This is quicker and it means the game will sort them out in the best order to move them rather than when you move them manually and it either takes a long time or they get in each others way.Lists are also how I find out what units I have on sentry. I always leave some units awake, especially important or powerful ones, so that the game doesnt march for many turns when the enemy is close by. Using the lists you can arro
 w up and down to remind yourself of all the units you have, where thy are and to wake up the ones on sentry. I think lists show enemy units of that type as well although you should be careful because the enemy may have moved and not still be where the list thinks they are because it takes its information from the last time your units saw the enemy.You can win the game by really quickly making infantry and sending them wandering across the map to conquer all of the cities. This only works on a land map though since there will not be any water to slow them down. If you have to take the time to build ships, the enemy will probably be ready for you when you get there. I prefer to play TOC as a long game though since just running over and making lots of infantry isnt really a challenge and doesnt really need much skill, especially on the small maps. I imagine land battles on the very big map are absolutely crazy. If playing long land battles, some of the things the eng
 ineers can do are great fun.

URL: http://forum.audiogames.net/viewtopic.php?pid=179470#p179470




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Re: Time of conflict strategy and/or recording?

2014-07-04 Thread AudioGames . net Forum — General Game Discussion : Dark via Audiogames-reflector


  


Re: Time of conflict strategy and/or recording?

@Welshweyr, I think I accidently altered the turn setting in options and now dont know how to get it back to how it was n Toc1.0, sinse it seems turns are happening different to how I expected. I agree the lists are amazing, indeed the way David has created the contextual information in the game is fantastic and means that even someone like myself who isnt the best at working out large and complex maps from limited audio information can play the game. successfuly by just looking at the lists and working on distances.

URL: http://forum.audiogames.net/viewtopic.php?pid=179474#p179474




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Re: Time of conflict strategy and/or recording?

2014-07-04 Thread AudioGames . net Forum — General Game Discussion : Dark via Audiogames-reflector


  


Re: Time of conflict strategy and/or recording?

Yep, you can change the turns in options, but Im not sure which option corresponds to the toc1.0 style turns sinse the names are a little unclear. If your game is still behaving as it did in 1.0, perhaps you could let me know how the turns option is set for you.

URL: http://forum.audiogames.net/viewtopic.php?pid=179567#p179567




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Re: Time of conflict strategy and/or recording?

2014-07-03 Thread AudioGames . net Forum — General Game Discussion : ammericandad2005 via Audiogames-reflector


  


Re: Time of conflict strategy and/or recording?

I have a mini review of version 2.0. the stratigy I used to get far is very similar to darks. search for time of conflict mini-review on youtube.

URL: http://forum.audiogames.net/viewtopic.php?pid=179353#p179353




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Re: Time of conflict strategy and/or recording?

2014-07-03 Thread AudioGames . net Forum — General Game Discussion : Dark via Audiogames-reflector


  


Re: Time of conflict strategy and/or recording?

If you have worked out Toc 2.0, perhaps you can explain the turns thing to me. Davids explanation in the manual for the different settings at which you can have turns happen is a little complex, and I confess I dont get it. Everytime Ive tried to play Toc it seems stuff happens randomly, or sapi just woffles about various things going on, though I am pretty sure I dont have the turns set to real time, so an idea of how to set the turns to the way they were in Toc 1.0 would be helpful.

URL: http://forum.audiogames.net/viewtopic.php?pid=179397#p179397




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