was that you? "Gregor's iphone"? you didn't screw anything up, but I bet you crashed shortly after saying "hi" in the chat... I think I've identified two separate major bugs, and I've fixed one of them. There may be more, and I haven't found the root of the second one yet, but it's looking good so far. downside: one of the bugs is definitely client-side, which requires an update - but apple approved the last update in 3 days, so we can remain hopeful. on the other hand, I need to submit an update anyway to rebalance green. So it's for the best! (damn that harvester rush!)
Good side of harvester rush: The new challenge missions are pretty easy XD The one where you should survive 16 waves... I just told the harvesters to replicate, then told all units to turtle and kept telling the harvesters to build more harvesters via fleet build orders... So, looking forward to the balance update, then we can actually try to find good strategies with green xD
no that was someone else, what i meant by what i said was i was going online in the server selection menu
Thought I'd share my updated iTunes review... Starting with the distinctive graphical style and Blue/Red world of Blue Defense and Blue Attack, Red Conquest builds on that solid foundation a truly original and engaging real-time strategy. One thing that sets Red Conquest apart is an amazing built-from-the-ground-up-for-iPhone control scheme that is truly fresh and well thought-out. The controls are both a blessing and a curse, however, as the breadth of control the game provides comes with a rather steep learning curve. Unfortunately, the mission progression in the campaign doesn't provide the slow immersion a game of this complexity demands. While there are a couple of tutorial missions, the advanced tutorial, lacks any context-sensitive indication of success, becomes more confusing than helpful, after which the game throws you in the proverbial deep-end. While I'm sure your mileage will vary, the challenge progression of the missions was significantly steeper than my absorption of the control scheme. As a result, there was a feeling of hitting a brick wall with a few of the missions that left me frustrated as I lost repeatedly before becoming comfortable with both the controls and the strategy enough to limp onto the next mission. This frustration could have easily been mitigated with a more building-block approach to early missions that ease the player into the complexities of the game. Update for version 1.1: One of the major inclusions with the new version: selectable difficulty. Now the range is Very Easy, Easy, Normal, and Hard. I'm sure the very easy or easy settings would aid in a rookie's progress up the learning curve, so Red Conquest! gets points in that regard. (I am, however, disappointed that the Advanced Tutorial still lacks a clear indication of success for tasks from the 'Elders.' I'm certain there are new players doing the same thing over and over again wondering what they're doing wrong, solely because it doesn't let you know that you actually did it right.) Once you gain command of the controls, though, traditional RTS controls will feel clumsy by comparison, and the game truly begins to shine. While the initial campaign episode is rather short (aforementioned brick-wall-repetition aside), it is a very satisfying experience (with several more episodes coming in free future updates). The inclusion of challenge missions and skirmish (with both A.I. and local multiplayer opponents) more than make this initial version worth the price of admission. Update for version 1.1: In this highly anticipated update ("Episode 2"), not only does Red Conquest! gain a new campaign (I'd say "full" campaign, but, while challenging and satisfying, they are rather short), but it gains online multiplayer as well. In this early stage of release, the online community is rather small and there are certainly server-side kinks to be worked out, but the online multiplayer is very well implemented with chat, voting on match setup, and nice friend management features. (How cool is it that Red Conquest! has a "People You've Seen" so you don't forget the names of people you've played that aren't yet friends?) The online matches I've had represent some of the most satisfying moments I've had with the game; there truly is nothing like a match against human opponents. With three factions (Blue, Red, and - new to version 1.1 - Green) with different strengths and weaknesses and a multitude of potential strategies for each, matching wits with other players brings out the best in an already stellar game. The steep learning curve, my primary complaint in version 1.0, has largely been mitigated with the inclusion of easier difficulty settings (there is no 'easy' setting against human opponents in the multiplayer, though, so beware). Add to that the major additions to 1.1 including a new campaign, a new faction, and, more importantly, online multiplayer, and an already excellent game becomes even better. Red Conquest! is a highly recommended 5-star RTS, and a showcase for deep, touch-centric gaming.
Hey Im hosting a game now, if anyone wants to try to play. It worked fine for me last night. The "keep out!" sign on server #2 is really tempting me...
Xilent Rain and i had a good game going till extreme lag forced me to leave. in my opinion, he's fit to join 2nd Fleet. so what do you say Ving? great game Xilent Rain! although it wasn't finished, it was well played
yeh that was fun! It was weird cause I was about to send a masssive amount of destroyers to get you from behind and then the game said I won but back in the lobby it said you were still playing so that was weird hehe.
you guys can help debug by coming on over to debug - keep out! I want to stress the server as much as possible. Join if you're interested. (even if not to actually play the game)
if anybody wants in, let me know, I'm debugging an 8-man party right now. so I need to send out a few more invites.
Xilent Rain, can you look me up? I can't seem to find you. Nothing happens when I hit GO on the search screen. Also, my Choose A Server just spins at "Requesting Unique ID..." could be the local Wifi, it's kinda flaky...