Sorry but the interface sucks

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rich12545
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Sorry but the interface sucks

Post by rich12545 »

That got your attention.

Yes, I know this is just freeware, but I look at it like a demo. I really like the concept so if I like the way the game plays I will buy the commercial version when it comes out, if not then I won't.

The problem is I don't really know what's going on. I've read all the documentation and followed the tutorial. Not much help.

Sometimes I press the walk key for what I believe one titan will use and it looks like the other one moves. After trying to fire, I tried to walk and kept getting the attack menu. I did a wait and that looked like it progressed the game but I don't know how or what happened. I can't access the other titan when one is active. And these are just a few of the frustrations. It's like I don't have any control and don't really know what's going on. I suppose that once the whole thing is understood it will make sense but so far it doesn't.
LarkinVB
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Post by LarkinVB »

The interface doesn't suck. Must be something different standing between you and a nice gaming experience.

Did you carefully read the 'help on the turn based system' under 'more documentation' of the manual ?

Start playing a duel ( only one titan to handle for you ) on a large map.
You get the move mode. Move the mouse over the run button. It will tell you the time needed to run into the next hex. Press the run button. See the time advancing till the game second is at the second your titan will finish the run. See your titan moving. Try moving your titan over the battlefield. Find the call attck button in the move menu. Press it. See the attack menu appearing. It was disabled ( set on wait on ememy ) so you have to call it with the action just described. Now that the attack mode is enable select the call move button in the attack menu. Press it. See the move menu appearing. Select a run. See the attack menu appearing again as it has no commands pending. Select 'wait on move'. See the game time increasing till the run is finished. Select another run. See the aatack menu appearing as you set it on waiting for your last run. Select call move. See the move mneu apperaring and the run cancelled as you broke thge action with this command.

SO IF YOU HAVE A PENDING MOVE NEVER BREAK IT WITH CALLING MOVE FROM ATTACK OR IT WILL BE CANCELLED. Only do this if its on purpose.

See how you slowly grasp the interface, detect its beauty. See yourself writing another message in the forum 'The easy of handling a titan'.
peztor
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Post by peztor »

I think it's a game with hard starting, but it's really funny when you get it. It's worth it.
¿Crees que puedes ser feliz? Al menos inténtalo.
rich12545
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Post by rich12545 »

I've been playing some more. Took your advice and played a duel on a huge map. That helped a lot. I'm getting better at the interface. It is complex but sucks less now. Perhaps I shouldn't have said the interface sucks, instead I should have said the documentation that explains how the interface works sucks.

I still don't understand how time works in a turn based system. For example, why should it make a difference if a titan takes 16 secs (run) or 39 secs (walk) to get to the next hex? And what penalties does a run have over walk (probably heat or something but I couldn't find it)?

Also, how does a titan go prone?

Also, will the commercial version allow larger maps than huge in the original?
rosary
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Post by rosary »

Originally posted by rich12545:
That got your attention.

Yes, I know this is just freeware, but I look at it like a demo. I really like the concept so if I like the way the game plays I will buy the commercial version when it comes out, if not then I won't.

The problem is I don't really know what's going on. I've read all the documentation and followed the tutorial. Not much help.

Sometimes I press the walk key for what I believe one titan will use and it looks like the other one moves. After trying to fire, I tried to walk and kept getting the attack menu. I did a wait and that looked like it progressed the game but I don't know how or what happened. I can't access the other titan when one is active. And these are just a few of the frustrations. It's like I don't have any control and don't really know what's going on. I suppose that once the whole thing is understood it will make sense but so far it doesn't.

If you are expecting Titans of Steel to be like other games then you're out of luck. TOS is unique in its gameplay. I got involved with Vicious Byte because the game was so much different from my previous experience but after playing the game a while I found it extremely fun as well.

I had the same problem with Doom when I first played it. It was hard for me to determine what was happening on the computer screen or find my way around the maps. After a while it became 2nd nature. You'll find that after giving the game a good decent try, its an excellent strategy game that is completely unique in its gameplay. I wouldn't have spent 3 years helping create it as freeware otherwise.

As good as version 1.4 is; Warring suns kicks its butt on all accounts.
rosary
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Post by rosary »

Originally posted by rich12545:
I've been playing some more. Took your advice and played a duel on a huge map. That helped a lot. I'm getting better at the interface. It is complex but sucks less now. Perhaps I shouldn't have said the interface sucks, instead I should have said the documentation that explains how the interface works sucks.

I still don't understand how time works in a turn based system. For example, why should it make a difference if a titan takes 16 secs (run) or 39 secs (walk) to get to the next hex? And what penalties does a run have over walk (probably heat or something but I couldn't find it)?

Also, how does a titan go prone?

Also, will the commercial version allow larger maps than huge in the original?


Its all in how you approach the game. You're not a pilot in a Titan. You're the commander and your pilots will attempt to do every action you order.

Instead of thinking that your orders are instantaneous, think of them just as they are. You order your jock to run to the next hex and they will try to do that. There is one catch. It takes a specific amount of game time to accomplish this task. If you order a jock to run to the next hex it will take x amount of game time in seconds.
When that time is reached your titan will move to the next hex. This also applies to targeting, attacking, jumping, etc,. . .

If you're unhappy with a command you sent, thats o.k. You can do what is called a 'Break'. Your jock will then get to restart in terms of what action they are doing. It comes at a price though. Your pilot will have to make a skill check in some cases. But that will just give your pilot more experience so its not necessarily bad. It is bad if you fall and an enemy titan is in the same hex with you chopping away with duel Chainsaws. Thats never good.
LarkinVB
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Post by LarkinVB »

Originally posted by rich12545:
I've been playing some more. Took your advice and played a duel on a huge map. That helped a lot. I'm getting better at the interface. It is complex but sucks less now. Perhaps I shouldn't have said the interface sucks, instead I should have said the documentation that explains how the interface works sucks.

I still don't understand how time works in a turn based system. For example, why should it make a difference if a titan takes 16 secs (run) or 39 secs (walk) to get to the next hex? And what penalties does a run have over walk (probably heat or something but I couldn't find it)?

Also, how does a titan go prone?

Also, will the commercial version allow larger maps than huge in the original?

No larger maps, sorry. But you might soon find out that medium maps are the best deal.
The system is time sliced turn based. You do need time to do things. In a pure turn based system you have fixed time ( one turn ) were you can either walk 3 hexes or run 6 hexes. In ToS each action does take its time. Running comes with different penalties. Read the manual. It does consume more energy. It will be harder to do skill checks while running. You will be harder to hit too. If you have a titan with close combat weapons you will know the difference between running and walking. On the walk the enemy might fire 10 volleys at you before you are on his hex, while running it will only be 6. See the difference ? Reloading does also takes its time. Just everything. So its your turn when the time slice of your action is finished. Both move and attack work independant here. You have a time sliced move turn and a time sliced attack turn. Every titan has. The game manages a sorted queue telling which titan is just finished with one of its modes. Thats the active titan on the field which can order new commands. You can always break your actions with F3 if need arises.
rosary
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Post by rosary »

Originally posted by Larkin [Vicious Byte]:


See how you slowly grasp the interface, detect its beauty. See yourself writing another message in the forum 'The easy of handling a titan'.

Absolutely, The interface allows a huge amount of control. With all the different commands it will take slightly longer to learn but you'll just have to trust me on this. Its worth it. This game just gets better and better. In some ways, After playing titans of steel for so long, I went to play some fiends at Age of Kings. To be honest, AOK seemed ridiculously easy and slightly boring in terms of strategy. I felt like I was playing a racing game at who can get more resources faster. The strategy element seemed lost to me.

By the way, I won in an 8 player game even though I hadn't played AOK for over a year.
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Marga
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Post by Marga »

Originally posted by rich12545:

The problem is I don't really know what's going on. I've read all the documentation and followed the tutorial. Not much help.

We plan to create some tutorial maps and missions for "Titans of Steel - Warring Suns" which will help understanding and using the interface.
Up The (UNDEAD)- Irons
rich12545
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Post by rich12545 »

Whew. I've just been defragging my hard drive for a day and a half. Hadn't been able to get online or play at all.

Here's another question about time. Suppose you move a titan to another hex. Is the enemy moving at the same time or does he wait for you to finish and then move in turn?
LarkinVB
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Post by LarkinVB »

All movement and attacks are simultaneous.

You still seem to have difficulties grasping the system.

Expl :

Sec 0 : Your move, you select a run which will finish in 16.

Sec 0 : Your opponents move, he selects a walk forward being finished in 26.

Both of you have set your attack modes to 'wait on move'

The game second is incremented till the NEXT pending COMLETED action, which is your move in second 16.

Sec 16 : You select another run, ready in 32.
Your attack mode comes up as you set it to wait on your move mode. You select 'wait on next enemy'.

The game second again is increased till

Sec 26 : Your opponent finishes his walk and can select another move.

Get it ?
Each time you break ANY action during completion the WHOLE action is wasted. If you run up a hill into dense wood for 50 seconds and break your move you will be still in the old hex. You have to start all over.
rich12545
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Post by rich12545 »

You still seem to have difficulties grasping the system.
Get it ?

<img src="confused.gif" border="0"> Working on it. I've been playing computer war games for 20 years. Rarely do I have this kind of difficulty. I really believe it's the poor documentation. I'll play some more and post again. I'm giving it this much time because I really like the concept of the game.
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Post by Thorgrim »

The tutorial and handling sections of the manual help.
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rich12545
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Post by rich12545 »

Originally posted by THE Iceman:
The tutorial and handling sections of the manual help.
They don't really. I went through them and didn't know jack. Starting to understand it though. People on this board have been very helpful. One thing that threw me initially, when playing with several titans, was the way the screen *jumped* to the next titan and moved it. I couldn't tell what was going on. I think using 1024x768 and then having the screen *move* instead of jump would help. And better documentation. That's number one. Better documentation.

I don't think I'll be singing the praises of the interface. Too complex. But now that I understand it a bit at least I can play the game. Starting to like it, too.
rosary
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Post by rosary »

Originally posted by rich12545:


They don't really. I went through them and didn't know jack. Starting to understand it though. People on this board have been very helpful. One thing that threw me initially, when playing with several titans, was the way the screen *jumped* to the next titan and moved it. I couldn't tell what was going on. I think using 1024x768 and then having the screen *move* instead of jump would help. And better documentation. That's number one. Better documentation.

I don't think I'll be singing the praises of the interface. Too complex. But now that I understand it a bit at least I can play the game. Starting to like it, too.

The more you play the game, develop your team, create your own titanss (use the pinboard on a design then go into the TOS/data folder to find the text file of it) and you'll find that TOS is a great Wargame. It just keeps getting better. I've been playing over 3 years and its still a lot of fun to play. I still curse the computer when it 'cheats' and still laugh when I rip an enemies head off. Good times.

Warring Suns has a lot more AI patterns, events and rewards systems that make the game even better. We added tutorial style maps to the game to help new players learn the commands at an easier pace.
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