progress

Empires in Arms is the computer version of Australian Design Group classic board game. Empires in Arms is a seven player game of grand strategy set during the Napoleonic period of 1805-1815. The unit scale is corps level with full diplomatic options

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ndrose
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progress

Post by ndrose »

I see a lot of issues getting knocked off the bug list on Mantis. Good stuff!
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MarshallEllis
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RE: progress

Post by MarshallEllis »

Just a coding away over here!
Thank you

Marshall Ellis
Outflank Strategy War Games


Dancing Bear
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RE: progress

Post by Dancing Bear »

You are making great progress, and the types of bugs we are reporting are also generally minor these days (I'm also very interested in seeing 1.08 out).

Do you fell confident enough to release 1.07.01 as an official version, instead of a BETA? I think there are a lot of us still in 1.06.03 waiting for an official release, and there are a lot of good fixes in 1.07.
Skanvak
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RE: progress

Post by Skanvak »

Good question.

I like to know too, because we though on trying a new game (and bug reporting) with the final 1.07 if it it release with a few days (as it was told) but if it will be out in 2 weeks we will start with the beta.

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Skanvak
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MarshallEllis
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RE: progress

Post by MarshallEllis »

I am going to do one more BETA (1.07.01) then go official.
If you are following Mantis you will note that most of my work is already on 1.08. I am pretty much done with 1.07!
I should be ready to BETA 1.08 IMMEDIATELY after 1.07 general release. At that time, I will also make sure that the BETA PBEMers get their 1.08 test game running. Biggest change in 1.08 is that Diplomacy and Economic phases are simul now!
Thank you

Marshall Ellis
Outflank Strategy War Games


Dancing Bear
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RE: progress

Post by Dancing Bear »

Sim dip and eco are going to breath fresh life into this game as a PBEM game (although there are a couple of other small things that would also help get rid of the remaining delays). The slow speed of the the current PBEM game has really held it back. Very much looking forward to 1.08.
NeverMan
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RE: progress

Post by NeverMan »

ORIGINAL: Marshall Ellis

I am going to do one more BETA (1.07.01) then go official.
If you are following Mantis you will note that most of my work is already on 1.08. I am pretty much done with 1.07!
I should be ready to BETA 1.08 IMMEDIATELY after 1.07 general release. At that time, I will also make sure that the BETA PBEMers get their 1.08 test game running. Biggest change in 1.08 is that Diplomacy and Economic phases are simul now!

I really honestly believe that you will see a much bigger increase in game times than you did with "skipping".
Dancing Bear
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RE: progress

Post by Dancing Bear »

Neverman, you'll need both sim dip/eco, skipping (to deal with the reinforcement and naval phases), and maybe another trick or two to get a reasonable paced game.

Continous skipping of the reinforcement phase, by players not at war, should almost be a house rule. Even for powers at war that have a land phase before their opponents, can skip their reinforcment phase as they can issue what ever orders they need to during their land phase anyways.
Skanvak
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RE: progress

Post by Skanvak »

I don't see the issue with the rienforcement phase, even is not at war country will build up army. Except for France and Englad who can change their move order, all other country use reinforcement only when they have reinforcement to place? So an auto-skip if no reinforcement can be useful for all the other country.

Second point for country not at war, may be a MAJOR change of the rule should be done. That is change the way country at war and peace play the pbem (only for pbem) : Country at war works normally, but country at peace does a combined reinforcement, land and naval phase before (or after) countries at war play their naval (or land phase). Peace turn could be conducted simultaneously as another way of speeding up the game or in the land phase order (France playing last) if you are more conservative.

I think that this will create a problem for surprise attack considering the order of play, so a country at peace should have the option to play a combined move but would not be able to declare war next turn.

lobbying : best way to speed internet game and be true to the origiane EiA : TCP/IP [8D]

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Skanvak
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MarshallEllis
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RE: progress

Post by MarshallEllis »

Skanvak:

I will not be making a major change to the phases past this version. There will NOT be options to combine or simul execute the reinf phase. Skipping is about as far as I will go for reinf. As far as TCP/IP? Still don't know yet. There is still too much in the que right now for me to look at it...

Thank you

Marshall Ellis
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Skanvak
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RE: progress

Post by Skanvak »

I was just probing with the merging phase idea (and only for country at peace). I wait for other people to react to this and I understand that this version should be finished first. (TCP/IP should come first [:'(] )

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Skanvak
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MarshallEllis
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RE: progress

Post by MarshallEllis »

Yea, I would really like to code the TCP/IP (some is done already ;-) ) but I have some other goals ahead of me BUT my health and age are OK for now so I am acting on the assumption that I will be there to do it!
Thank you

Marshall Ellis
Outflank Strategy War Games


ParJ
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RE: progress

Post by ParJ »

ORIGINAL: Marshall Ellis

Yea, I would really like to code the TCP/IP (some is done already ;-) ) but I have some other goals ahead of me BUT my health and age are OK for now so I am acting on the assumption that I will be there to do it!
Marshall,

I think I've been involved in a TCP/IP discussion a couple of years ago, but haven't posted much at the Forum since then. TCP/IP play is a definitive must to attract my old EiA buddies to play, but it needs to be different than a quick PBEM (where the game passes control and the game status to the next player) or a substitute instead of playing multiple people on one PC.

To make effective use of the on-line time, planning and moving must be simultaneous (in that you can make a pre-move before it's actually you turn and only make the changes when it's your turn) or at least be possible to click and look at units and change the peace, control settings and garrison and fleet orders. Many players will be inactive over long periods of enforced peace and you will not like to be tied to the computer. When playing the boardgame some players made yhe build phases in advance for up to 9 turns. Passing control to the AI is not an option, since that can really mess things up.

I think that the entire game will require a re-design to be effective in TCP/IP, but maybe that's the plan?

Regards

Oto
Oto
Skanvak
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RE: progress

Post by Skanvak »

To make effective use of the on-line time, planning and moving must be simultaneous (in that you can make a pre-move before it's actually you turn


True, that would be nice.
at least be possible to [...] change the peace, control settings and garrison and fleet orders.


Normally useless as a TCP/IP game should ask dinamically those things like in the FtF game.

Best regards

Skanvak
Dancing Bear
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RE: progress

Post by Dancing Bear »

You try something radically different for sim play. Instead of 7 players, each moving in sequence, why not have three sim land phases, where players could move a maximum of one space per sim turn (France could move twice in one turn, once).

This would mean 3 land phases instead of 7 (although most players would not be moving, so could skip after the first land phase). It would also change the dynamics a lot, possibly making the game quite realistic in terms of what commanders faced at the time. Could be quite interesting.
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MarshallEllis
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RE: progress

Post by MarshallEllis »

What do you mean by simul move? I'm not sure how that would work since France's last move capability really only works IF France can see what the other nations did? Am I missing something here?
Thank you

Marshall Ellis
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NeverMan
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RE: progress

Post by NeverMan »

ORIGINAL: Marshall Ellis

What do you mean by simul move? I'm not sure how that would work since France's last move capability really only works IF France can see what the other nations did? Am I missing something here?

I think they are talking about designing a whole new game, not EiA. [:D]
Skanvak
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RE: progress

Post by Skanvak »

Dancing bear is getting us outside EiA. This could  not be in the normal game. Marshall you are right, the last move has it full effect only in YGIG. Dancing is speaking for a wego system like guns of august. May be intringuing but for a tool box in version 3.0

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Skanvak
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MarshallEllis
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RE: progress

Post by MarshallEllis »

I love listening to possiblities BUT man I have learned not to stray from EiA or you will get the full wrath! :-0
Thank you

Marshall Ellis
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Dancing Bear
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RE: progress

Post by Dancing Bear »

I bet. My suggestion was more of a far out suggestion, not to be taken too seriously.

Although, just to push it a bit further. If you allowed sim land phase, you might as well not have a seperate naval phase, and allow fleets to move 2 sea areas, for each single area a land unit could move during a single movement/combat phase.
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