turn 0? (Full Version)

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nedcorleone1 -> turn 0? (2/1/2015 11:49:56 PM)

Given the number of user adjustments that can be made to tweak the organization of the forces, I wonder if it would be prudent to allow a Turn 0 to allow for this so an actual game turn isn't wasted. Perhaps make it a toggle-able option to any given scenario... Thoughts?




LiquidSky -> RE: turn 0? (2/2/2015 1:13:07 AM)



They should put an 11 on the volume knob on my stereo too. 10 is just too low.




Helpless -> RE: turn 0? (2/2/2015 5:58:35 AM)

quote:

Given the number of user adjustments that can be made to tweak the organization of the forces, I wonder if it would be prudent to allow a Turn 0 to allow for this so an actual game turn isn't wasted. Perhaps make it a toggle-able option to any given scenario... Thoughts?


Technically it is not possible to have turn 0. Having some sort of setup phase would be possible, which is equal of creating another mini-game.

quote:

They should put an 11 on the volume knob on my stereo too. 10 is just too low.


..and "drummer" will die in a bizarre "game coding" accident.




LiquidSky -> RE: turn 0? (2/2/2015 8:43:21 AM)



Actually, you can have a turn 0, its really easy. Just start at 0 and end on 109. I've had many a bomber end at 109, so why not the game as well?




scout1 -> RE: turn 0? (2/4/2015 1:16:25 AM)

quote:

Technically it is not possible to have turn 0. Having some sort of setup phase would be possible, which is equal of creating another mini-game. quote:


Not sure I understand this statement .... WiTP AE has a Turn 0 as the Japanese where they can re-direct first movement stuff .... Is this different here which won't permit this ?




Helpless -> RE: turn 0? (2/4/2015 3:28:18 AM)

quote:

Is this different here which won't permit this ?


Yes




scout1 -> RE: turn 0? (2/5/2015 8:37:35 PM)

A man of few words .... but to the point .... thanks for the answer [;)]




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