SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
09-29-12, 05:50 PM | #46 | |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
Downloads: 0
Uploads: 0
|
Quote:
The day includes clear, cloudy, overcast, thunder and twilight conditions; the last 3 of which prevent the use of the heavy bomber/A-bomb. More color shades could be too subtle to distinguish weather and while adding a weather icon would solve it... there's not much room left in the engagement icon. Open to ideas here... |
|
09-30-12, 12:31 PM | #47 |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
Downloads: 0
Uploads: 0
|
v1.02 In Testing
Things have finally quietened down after the unimaginably busy launch of Pacific Fleet. I've finally found time to wrest myself away from marketing activities to work on the next release. Here's whats in v1.02 which is currently in testing. Essentially all of these are based on feedback from players; some direct and some from reviews on iTunes. If all goes well I expect to submit it to Apple in the next few days. Update should be compatible with existing saved games. v1.02 - sliders no longer pan camera - player aircraft can fly to horizon to attack distant ships - Shot history now shows actual 2D location of hits relative to player ship (no longer snapped to the aiming line which didn't account for changes in distance when shooting into the wind) - Difficulty options - turns/battle: 6, 8, 10, 100 - Difficulty options - starting renown: 0, 1000, 25000 - Difficulty options - RADAR accuracy: estimate, enhanced, exact - Torpedo ammo: 6 for subs, 5 for destroyers - Depth charge attacks removed (since the outcome was always defeat) - Escorts now close in and use gunfire to force submarine to surface, once surfaced all ships can engage. - Regular surface ships now fire/launch aircraft at a very close submerged submarine (they can now spot the periscope) Unchanged: - Wind Meter: several players mentioned there is no way to determine wind speed/direction. Examining the ocean wave's direction and speed is the wind meter (contact developer if this is insufficient). Difficulty options are entirely... optional and the default settings are as per the original release (read as HARD). Many players expressed a desire for longer battles while others found the game a little too difficult so you'll now be free to tweak the game to your play style. |
10-06-12, 10:48 AM | #48 |
Silent Hunter
Join Date: Jul 2002
Location: At periscope depth in Lake Geneva
Posts: 3,512
Downloads: 25
Uploads: 0
|
Well I downloaded it and it's very nice-good balance of playability and realism. Well done-it reminds me a little bit of Fighting Steel-at least a little though this game actually has greater scope.
|
10-06-12, 11:37 PM | #49 | |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
Downloads: 0
Uploads: 0
|
Quote:
Stay tuned for more updates as we're in the middle of a complete graphics overhaul of the ship models and environments to bring the presentation up to higher standard. Also working on the v1.02 release which will most likely remove the turn restriction and replace it with the ability for enemy ships to disengage. |
|
10-17-12, 03:43 PM | #50 |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
Downloads: 0
Uploads: 0
|
v1.02 Submitted (expect it to be available mid-late next week)
Thanks to the many players who provided feedback and discussion on how to improve the game. Here's the final list of major changes in v1.02: - Turn limit removed - Player aircraft can fly to horizon to attack distant ships - Ships can now leave combat by 3x "Disengage" actions - Shot history now shows 2D location of hits relative to player ship - Torpedo ammo limit: 6 for submarines, 5 for destroyers - Depth charge attacks removed (since the outcome was always defeat) - Escorts now close in and use gunfire to force submarine to surface - Regular surface ships now fire/launch aircraft at very close submerged submarines - Difficulty options (Normal, Easy, Arcade) to adjust starting renown, RADAR accuracy, dud torpedo rate and enemy disengaging - Completely revised and expanded 17 page manual with Hints & Tips and FAQ - Numerical data added to upgrade information panels in Shipyard - Quitting a battle now abandons/scuttles player ship and brings up Action Report - Achievements earned separately for each difficulty level - Sliders no longer pan camera |
10-17-12, 05:09 PM | #51 | |
Willing Webfooted Beast
|
Quote:
Might it be possible, in a future version, to have different airplane models for the IJN? You know, the Val for bombing, and the Kate as the torpedo bomber, instead of the A6M2 every time!
__________________
Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620 Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394 |
|
10-17-12, 10:47 PM | #52 |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
Downloads: 0
Uploads: 0
|
Yes! That's something I'd very much like to add, along with land based-aircraft (Bettys & US bombers) eventually.
|
10-17-12, 10:51 PM | #53 |
Willing Webfooted Beast
|
Bettys? Nice! Though you might want to choose a tougher type of bomber, as the Betty was infamously fragile. A one second burst was usually enough to detonate the fuel tanks!
__________________
Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620 Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394 |
10-18-12, 12:37 AM | #54 | |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
Downloads: 0
Uploads: 0
|
Quote:
They go down in flames much more readily and more often than their sturdier US counterparts with self-sealing fuel tanks and armour. |
|
10-18-12, 12:59 AM | #55 |
Willing Webfooted Beast
|
You, sir, are amazing!
__________________
Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620 Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394 |
10-21-12, 09:59 PM | #56 |
Captain
Join Date: Oct 2010
Location: Oz
Posts: 507
Downloads: 33
Uploads: 0
|
V1.01
Downloaded and played, and yeah not bad for the price. Love the damage modelling. But ah... btw, the Iowas had only nine 16" guns.
Any way though, you've obviously put a lot of effort into this and with some more tweeking could be quite good. Working fine on 4th gen Ipod touch with ios 5.1.1. Some suggestions: Would be good to have incremental upgrades rather than just on/off. Are you looking to later reintroduce depth charging with random damage/survival? I rather like the 'search' aspect as is. Multiple player units? Enemy units to the far left or right of the field 'dissappear' if they move too close, preventing the player from targeting them. |
10-23-12, 11:14 PM | #57 |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
Downloads: 0
Uploads: 0
|
Thanks for the feedback Troopie.
The Iowa gun typo is fixed in v1.02 which Apple should make available any day now. Incremental upgrades are certainly possible. The top one on my list is Fire Control, Improved Fire Control to give 3 then 6 shots in the shot history. Have suggestions for others you'd like to see? Depth charging: I'd like to bring this back once we get full 2D movement of the the ships implemented. Right now, once the escort passes over the player sub there's no way for the player to shoot back/evade in any meaningful manner as you've mentioned, so auto-kill was initially the only real option with depth charges. Multiple player units gets requested a lot. It is a big job to engineer the AI to choose targets, but its something I'm working on. Don't expect it in the very near future though as the levels need to be re-worked to keep the game challenging and to support 1-3 player ships vs 1-6 enemy ships (even more if I can optimize the game even further). The far left/right issue will be solved (eventually) with the full 2D navigation (although its mostly an issue with the submarine only at the moment). The goal there is to introduce full 2D ship movement with "guns on target" to bring in the full tactical aspect of maneuvering for full broadsides etc. Another big project though that will be some time in the making. |
10-25-12, 11:02 PM | #58 |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
Downloads: 0
Uploads: 0
|
v1.02 just went live and is now available on iTunes. Enjoy and let me know what you think.
|
10-30-12, 08:24 PM | #59 |
The Old Man
Join Date: Mar 2002
Location: Ayr,Scotland,UK
Posts: 1,386
Downloads: 79
Uploads: 0
|
1.02 is great, running fine on my Ipod Touch 4g, great to have the turn limits loosened particularly on the later levels. Hope you are selling lots of copies!
__________________
"The action is simulated...the excitement is real!" Microprose Simulation Software. |
11-08-12, 02:42 PM | #60 |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
Downloads: 0
Uploads: 0
|
v1.03 has just been submitted to iTunes. It is a quick update focused on addressing a few "disengage" issues with islands as well as improving performance on lower-end hardware. We can expect it to be available in about a week and a half.
Here's what's in it: - Islands with all structures/aircraft destroyed no longer launch aircraft - Player ship may immediately disengage an island that has had all structures/aircraft destroyed - Improved memory management on lower-end devices - Fixed a bug in Zone 37 that caused shells to be randomly inaccurate |
|
|