Sweet. John is there a way to join a closed game as an observer? I can't seem to find any option like this
Also, the servers being used now by the 1.1 app now have all the fixes we've made, so the only bugs you have are on the client's side. party creation is fixed, some people used to hang on entry to the game lobby, or not enter the game lobby at all. Now everyone makes it in all the time, as far as I've seen. What isn't fixed for the app is that many of you will crash shortly after playing one game, especially if you add CPU players. hopefully 1.1.1 will be approved in time for the weekend (like it was last week!) - but you never know, Apple is pretty random about these things. Happy gaming! and thank you all for your patience with our servers.
no, there's nothing like that right now. I'll add it to my list. also, that would be technically quite difficult to implement, given the way multiplayer works - you get an initial state, then update it as you go, and everyone gets the same updates. So joining partway through would require a lot of all-new code, and depending on the number of objects in play, could cause quite a strain on the host's itouch for the initial update. But I'll look into it. green has been nerfed a bit, btw. The harvesters have been super-nerfed, but the rest of green was also a tad overpowered, so they've been dialed back a bit. Hopefully that makes people not hate green in multi.
Edit: oh no it wansnt. Thnx for answering John. I think I read some of the members saying about something like this Mustve gotten confused. Looking forward to update . Say....while you're here. Any chance red faction will get more units?
lol, just hosted a lobby and some random guy joined as green. I said "no harvester spam, agreed?" and he just left
Hey I'm gonna be in the servers now. John I would also like to know if red might get a new unit or two? I'm a fan of Red
Red needs a corvette. =P It should be like a fly or something. xD Ah, and another thing, I left my charger at my grandmother's house, so I won't be on multi at all until I can get it and charge it up a bit. =>
How does John fix that many bugs so quickly? Thanks a lot. I'll get my fill of harvester rushing while I still can Can you give a summary of the strengths and weaknesses each class has?
just wondering john, why is the red base ship weaker then the blue one? I don't see any benefits to the red base...
I have no plans for that, but feel free to suggest things to me. I don't think red will get a corvette equivalent, it would get something else unique to red if anything, something suiting its style. but again, I have no plans for this right now. Red base can build more things, faster than the blue base. So with a standard resource start, blue and red are pretty evenly matched. Over half my life I've been programming. I have a passion for what I do, and I like to think I do it well. Plus, I had help - Victor and I tag-teamed the server bugs, and whenever I had nothing to do (if he was fixing something by himself), I'd be doing the minor in-app bugs and tweaks. plus, I was motivated by the shame of disappointing so many people.
Red: -ships build fast, but take a lot of resources -can build large swarms quickly -since all ships heal themselves, moving attackers away from the front line as they get damaged can result in a much better outcome in battle -lots of micro to support that strategy Blue: -ships are cheap, but take long to build -does not need to protect as many resource points, can build fewer harvesters -has more ship types: monitor and maintenance vessel, which introduce new strategies available to blue. -since building is slow, needs more carriers (to make cruisers/monitors) or more foundries to quickly build a sustainable fleet -maintenance vehicle is key! heal your units during and between battle, and don't let the enemy kill the MV Green: -ships are powerful, but expensive and slow to build -needs more harvesters to support a growing fleet -individual ships are more important than other factions, so protecting them in battle and healing with the MV is crucial - do NOT lose any ships as green, even one loss hurts your formation immensely! (post-rebalance) -IMPORTANT: -all ships can replicate themselves! If you have a strategy involving lots of one or two ship types, and a ton of resources to support them, you can exponentially increase your army. that's the cole's notes version of red-green-blue. happy gaming!
I think that some sort of missile unit would be cool. Like if it had an area of effect attack that hit several units if they were close together.
This is simply the best game for the platform ever. I hesitate to use the word, but this is also my favorite "franchise." It seems like every time there is an update, I see it while I'm driving in the car and have to try not to swerve off the road
Maybe since Red is organic they could have a unit that "spits" some sort of corrossive fluid that does damage over time. Like a poison. Or maybe Gideon could come in as a type of buffer/healer. Like units that are near him get an attack bonus or something. Just a couple ideas hehe
Bah, John, you didn't disappoint anybody. There were just a few bugs here and there, nothing a capable dev like you couldn't fix.
I was wondering if anyone could give me some quick advice on how to get through the "Basic Tactics" level (yes, I'm a beginner). It says to form a wall, which I do, but I just get over run and killed. Do I have to keep building squads? I'm still not sure how the squads work, it's never really explained. Do you keep building squads which fill up the bullet shaped indicator next to units? Do squads built only stick next to the unit that built them? Thanks in advance.
your best bet for a defensive position is to "turtle up". you know how to "turtle up" right? and once you turtle up, use the squad control to optimize your units positions. an even better tactic is to scout for your enemy using a cruiser or scout, whichever available, and keep an eye out for approaching forces. if your enemy approaches and your not ready to defend, "turtle up" and get out of there. the reason a line isn't very effective is because it's fragile, it can be broken easily. but if your in an asteroid field, a line is pretty effective.
They fly around the unit that created them. They add a defense bonus and an offense bonus to this unit. BUT they can be transfered via Escort Move mode (read the interface tutorial to find out more ). When you fight against an army with exactly the same units like you, chances are that having your units filled with escorts give you a pretty nice advantage