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Online game Awesome!!!

 
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Online game Awesome!!! - 10/23/2000 12:50:00 PM   
garry

 

Posts: 25
Joined: 9/27/2000
From: australia
Status: offline
To all those that havnt played an online game try it out. One of the best games I have played. Having choice of when your units oppotunity fire adds a new dimension to the game. Seeing and hearing enemy units move and shoot certainly much better then watching VCR replay when some things go missing. My congratulations to Matrix for a superb game.

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- 10/23/2000 3:00:00 PM   
Fuerte2

 

Posts: 39
Joined: 10/18/2000
Status: offline
I have played only one online game. We had the default 180 seconds time limit, and I run out of time on almost every turn. I had more units to move than my opponent. Also I have read that the time the opponent spends on thinking whether to opportunity fire or not is substracted from my time. We had the Fast Artillery option on, and I could barely see where my artillery was firing. This was also the first time I noticed the delay when moving my units when the opponent was seeing them moving, but I didn't see his spotting units. This delay happened also when he didn't have the opportunity fire option.

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- 10/23/2000 7:32:00 PM   
Richter

 

Posts: 6
Joined: 10/21/2000
From: US
Status: offline
I agree it was awesome! A friend and I played a random map with my American units assaulting his German fortifications. We had the same problem with time running out, at least for me as I was able to buy more units. It was set on 5 minutes per turn, but with opportunity fire we decided to set it higher next time to give us a chance to think a little more. All in all, when everyone starts playing more online these problems will be worked out and we will know how the settings should be to make it more enjoyable. Thanks Matrix for a great game!!

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- 10/23/2000 9:21:00 PM   
Keebler

 

Posts: 92
Joined: 8/23/2000
From: Calgary, Alberta, Canada
Status: offline
Easy fix to the running out of time dilemma. On the prefs screen set the number of seconds per turn to 300 or 600 seconds. (5 or 10 minuets) You have to set this before you start the game I believe. I have played a few games at 180 sec and they can be lots of fun. No time to think you just do and do fast!

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If you can't be HAPPY you shouldn't be anything at all!

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- 10/23/2000 10:31:00 PM   
Fuerte

 

Posts: 314
Joined: 6/14/2000
From: Helsinki Finland
Status: offline
"No time to think" does not sound good, but I know what you are meaning. It's like blitz chess.

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- 10/23/2000 11:02:00 PM   
Windo von Paene

 

Posts: 174
Joined: 5/16/2000
From: Seattle, WA
Status: offline
Yeah that default of three minutes is a bear...Especially in a 2000 point meeting engagement. And with the Opfire confirm time coming out of your time, made it pretty much useless and unplayable. Although I did enjoy the timepressure, until the OPfire time issue goes away I think I'll try to stick to 15 mins per turn. In a thread somewhere, Paul V acted as if the OPfire issue wasn't going to be going away. It sounded as if he thought it was "unfixable". I have to think that this IS fixable though, as the timer stops for my movements, so the capability to stop the timer clearly is there. Also, something is triggering the hourglass cursor, and that trigger would be the appropriate place to add in the timer stop. Anyway, just a programmer's rants...

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- 10/23/2000 11:54:00 PM   
Skotty

 

Posts: 83
Joined: 7/18/2000
From: Las Vegas, NV, USA
Status: offline
I get to play 3 or 4 LAN games a week and I love it! As far as op fire time goes, I really don't think the time gets taken away from the active player. What I have seen is time still rolls on thru the op fire action, then resets back to what it was at the begining to the op fire action. I have seen this occur many many times. It helps that both players ar in the same room over a 100mbit lan though. There is still a lot of lag though when artillery is falling and air strikes between the 2 PC's, one PC will be waiting for up to 30 seconds while the other catches up. Smoke ammo loadouts are still broke, getting only one to two smoke rounds per off-board gun btrys, and only as high as 8 rounds for mortars, none for big ones like 4.2 and 120mm. We play with 6 min turns in most battles, 5000 point meeting. Still not enough for really heated fire fights, but a 20 turn game can go to 4am if you are not careful.

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- 10/24/2000 12:45:00 AM   
Major Destruction


Posts: 881
Joined: 8/10/2000
From: Canada
Status: offline
If you have a large force on the move, you can set waypoints for some of your ancilliary units and switch them to computer control. I have even done this with tanks and with good results. After your time expires, the AI takes over those computer-controlled units and moves them along the waypoint route. Opfire and direct fire is also controled by the AI. So by using this feature you can order your armoured infantry company to take an objective and watch them attemp it- totally out of your control!

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They struggled with a ferocity that was to be expected of brave men fighting with forlorn hope against an enemy who had the advantage of position......knowing that courage was the one thing that would save them.

Julius Caesar, 57 BC

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Post #: 8
- 10/24/2000 1:34:00 AM   
David Heath


Posts: 3274
Joined: 3/29/2000
From: Staten Island NY
Status: offline
Hi Guys I find the Online game the best way to play. Now to answer a few questions. Yes a 180 seconds of time is not a lot. We felt it give the commander the job of picking were he must use the time he had. This put more excitement in to the game. Please remember that the OpFire timer can be set to anything you want. So if you feel the timer is to short just me it longer. I think players will find more strategy and tactics in the Online play do to the OpFire, Reinforcements and time out options. David

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