Andrew, is it posable to change the frequency of pirate attack's?
During my twenty turns today I got hit with them about every three
turns, each time having to start re-building my troops as they got
wiped out.
Yeah, I think pirate attacks definitely need work, also discovered a couple more tweaks the game could use..
Hello apam!
13 May 18 14:56, you wrote to me:
Andrew, is it posable to change the frequency of pirate attack's?
During my twenty turns today I got hit with them about every thre
turns, each time having to start re-building my troops as they go
wiped out.
Yeah, I think pirate attacks definitely need work, also discovere couple more tweaks the game could use..
Thanks, as it was really anoying after having recoverd from zer0
credit's and not able to pay my troops for at least five turnes. I
was then rebuilding things and the pirate's stuck evey tgree turnes.
Thanks for helping test this game. I'm *hoping* to have something more stable by next release, and after that setting up a test network to try and filter any major bugs before they hit fsxnet.
I'd suggest most would rather enjoy debugging things along side those
iterations rather than wait for more stable releases... :)
My 2 cents ...
My 2 cents ...
Another $0.02.
On 05/15/18, apam pondered and said...
Thanks for helping test this game. I'm *hoping* to have something stable by next release, and after that setting up a test network
and filter any major bugs before they hit fsxnet.
I understand your desire to try and squash bugs prior to release on
fsxNet but a gentle reminder from me that the whole vibe of the net
is 'experimental' and I have no issue running quick releases and
updates for this out to nodes that want to take part in the game. I'd suggest most would rather enjoy debugging things along side those iterations rather than wait for more stable releases... :)
I don't think any of us really have time to be actually playing 2 games
of Galactic Dynasty, and my test game probably wont be played beyond making sure packets flow and stuff, most if not all the play testing will be happening on fsxnet.
Does that make sense?
That *may* help me buy replacements for my pair of missing socks :)
I don't think any of us really have time to be actually playing 2
of Galactic Dynasty, and my test game probably wont be played bey making sure packets flow and stuff, most if not all the play test
be happening on fsxnet.
Does that make sense?
Kinda, but not really, as you also end by making the point about the
dual games etc... but hey it's your game and you can choose when to
make it available or not. The offer is there if you want to push
stuff out. :)
Hmm, I'm not set in stone on the idea. How do others feel? I guess what
it boils down to is, are people happy with game interruptions more frequently which may not even work at all.
By the way, all my commits go to github and get built automatically on jenkins with a -dev tag. The -fsx tag is just built when I click it, so anyone can run the latest version if they want to.
On 05/15/18, apam pondered and said...
I guess confusion would reign if some run one version and others run another?
I've changed the chance of I pirate attack happening from 15% to 10% and also made the strength of the pirates vary for the next release.
If it's still unbearable, I may just remove it entirely.
For now though, keep in mind that it's the same for everyone, so if your troops get wiped out rest in the knowledge that everyone else's troops
are getting wiped out too :P
Thanks for helping test this game. I'm *hoping* to have something more stable by next release, and after that setting up a test network to try and filter any major bugs before they hit fsxnet.
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