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View Full Version : Great Little War Game - (SD, Universal HD, Lite) [v1.4 - GC, 3 Free Maps, more]


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Rubicon
03-25-2011, 05:24 PM
Our much anticipated turn-based strategy game is finally out. :)

There is a HD version for iPad and Retina devices and an SD version for 3GS.
(The game currently does not support 3G or older devices, but that will change in a planned future update.)

Lite versions in both SD and HD are available:

http://itunes.apple.com/us/app/great-little-war-game-hd/id426392350?mt=8

HD Lite Version Link: http://itunes.apple.com/us/app/great-little-war-game-hd-lite/id426397683?mt=8

http://itunes.apple.com/us/app/great-little-war-game/id426398707?mt=8

SD Lite Version Link: http://itunes.apple.com/us/app/great-little-war-game-lite/id426399270?mt=8

hxy8ibTK7lY

Enjoy!

Fireball926
03-25-2011, 05:31 PM
how come in you signature it says all ios devices compatible and its not?

TanTan
03-25-2011, 05:31 PM
Finally! Congrats!

Rubicon
03-25-2011, 05:33 PM
how come in you signature it says all ios devices compatible and its not?Heh, it also said "coming soon"

lord timmie9
03-25-2011, 05:34 PM
I tested this game and I can say it's really good nice tutorial not hard to understand and fun to do:)

Fireball926
03-25-2011, 05:34 PM
Heh, it also said "coming soon"

Oh well I guess I'll have to wait... pretty much succks considering the hardware in the 2nd gen is faster then the 3g

J-kid
03-25-2011, 05:34 PM
Congrats game is great on my ios love it. when will the full game come out?

Rixx
03-25-2011, 05:35 PM
Do you have a full hd version?

I would rather purchase that than to do an IAP to upgrade the lite.

Thanks,

Rixx

Rubicon
03-25-2011, 05:36 PM
We finally found our bottleneck on 3G, so it will be out for that with the next update. If 2G is faster then I promise we'll investigate that also, but we currently don't have one. Right, I'm off to eBay...

Rubicon
03-25-2011, 05:37 PM
Do you have a full hd version?

I would rather purchase that than to do an IAP to upgrade the lite.

Thanks,

RixxYep, they're coming out a little staggered but shouldn't be too much longer I hope.

STYJ
03-25-2011, 05:40 PM
it's out ! finally ! :D

Rivozzz
03-25-2011, 05:48 PM
where is the full version...it is not present !

killercow
03-25-2011, 05:55 PM
Okay i found out about this game just minutes ago and bam! It gets released :) Tried the lite and fell in love with the game. Bought the full plus the map pack. But i have several questions:
-Does rain affects the troops in any way?
-Is multiplayer planned?

Suggestion:
-Make it so that you can skip bubbles by taping on them during the story. Because it's a bit annoying to wait sometimes ;)

Anyway congrats, the game is funny, fun and beautiful. The best alternative to advance wars and it looks very varied too!

Rubicon
03-25-2011, 06:17 PM
Timing! :)

The rain and snow does not affect the gameplay. We did intend to make it do so, but testers complained about it slowing down the pace of play. So now it's just some nice fluff.

Full blown Multiplayer is intended for a future sequel, but not for this version as it needs bunches of new maps and an AI focussed more on skirmish play.

Pass and play (and possibly bluetooth) cooperative missions are something we could add to a future expansion update though, if we get enough support (ie sales) to justify it - it's a lot of work, but work we'd love to get on with.

(We are only a tiny indie studio without external funding, so we can't just rashly promise stuff, much as we'd love to)

killercow
03-25-2011, 06:23 PM
Timing! :)

The rain and snow does not affect the gameplay. We did intend to make it do so, but testers complained about it slowing down the pace of play. So now it's just some nice fluff.

Full blown Multiplayer is intended for a future sequel, but not for this version as it needs bunches of new maps and an AI focussed more on skirmish play.

Pass and play (and possibly bluetooth) cooperative missions are something we could add to a future expansion update though, if we get enough support (ie sales) to justify it - it's a lot of work, but work we'd love to get on with.

(We are only a tiny indie studio without external funding, so we can't just rashly promise stuff, much as we'd love to)

Okay i understand, thanks for the quick answer and good luck to you :cool:

phattestfatty
03-25-2011, 06:32 PM
sooo excited for the full versions to come out. Instabuying the HD one. would try the lite until that one comes out, but i kinda have starfront downlading on there.... bad idea, so its loading on the CPU too.

ConraDargo
03-25-2011, 07:08 PM
Looks like a good Advance Wars-clone!

devensega
03-25-2011, 07:10 PM
Has anybody got the full HD version yet? I cannae see it captain!!

Rubicon
03-25-2011, 07:20 PM
I've got a nasty feeling that Apple have gone home for the weekend.

You can IAP the lite version and you end up with exactly the same thing for exactly the same price.

Nekcik
03-25-2011, 07:25 PM
(removed)

phattestfatty
03-25-2011, 07:27 PM
I've got a nasty feeling that Apple have gone home for the weekend.

You can IAP the lite version and you end up with exactly the same thing for exactly the same price.

ugh I sure hope not.

devensega
03-25-2011, 07:36 PM
I've got a nasty feeling that Apple have gone home for the weekend.

You can IAP the lite version and you end up with exactly the same thing for exactly the same price.

Ahhh, now I'm confused, If I buy the standard def game but then do the IAP it converts the game to HD?

Bear in mind I'm a technical retard.

Nekcik
03-25-2011, 07:43 PM
Woops Edited and removed wrong comment..

devensega
03-25-2011, 07:44 PM
Forget this, The HD version is in the app store now, YeHHHHHHHHHHH

FlowRidah
03-25-2011, 07:45 PM
Not bashing this game because I haven't played it yet, but what's with the name? The name is not very interesting or makes me want to check it out - until I saw the screen shots.The name of a game can say a lot! If it's something unique and interesting, it will attract people to look into the game. Sadly, something like "Great Little War Game" does not make me want to check it out. But, I'm glad I did because it looks like a lot of fun. Sorry for being so critical of the name; I'm just trying to help. :)

Drakeer Melkhor
03-25-2011, 07:51 PM
Seems pretty good game actually.

Online game enabled?

Nekcik
03-25-2011, 07:53 PM
My question is are all the versions going to have the exact Game Icons?
I would really like to purchase the game and play it but I hate App Icons with LITE stamped across it even when you unlock the game through IAP.
So are they going to change? Lots of people are used to cross referring Lite in the app as free and they may or may not download if they don't see it.
If you do have any plans to then I'll just hold off until the Full HD version releases.

Rubicon
03-25-2011, 07:53 PM
Ahhh, now I'm confused, If I buy the standard def game but then do the IAP it converts the game to HD?

Bear in mind I'm a technical retard.No it doesn't. There is either HD or standard. The lite version of eother will upgrade itself to the paid version at the same resolution - all the IAP really does is unlock the rest of the missions which are already there. (You don't need to wait for a download or risk me going bankrupt and you losing access to them or anything.)

Rubicon
03-25-2011, 07:58 PM
Wow, struggling to keep up. :)

Regarding the icons, yes they're all the same - I hate that too.

Regarding the name, it started out as a placeholder but we grew to like it. There isn't a pretentious bone in this game's body, so we wanted to make sure even the title just does what it says on the tin. Hopefully our customers will agree that's the case - it's just a great little war game. :)

blibby
03-25-2011, 08:03 PM
Ok, well since you don't have the word Lite on the icon, I'll just grab all the IAP. Congratulations, much success!

devensega
03-25-2011, 08:39 PM
The names fine, its descriptive and carries some humour. It seems some people just want everything to be horribly generic these days.

strivemind
03-25-2011, 08:50 PM
Full version is out.

Rubicon
03-26-2011, 07:14 AM
As is the first independent website review...

I'm pleased to see it's very positive (http://reviewme.oz-apps.com/2011/03/little-green-army-men-are-so-yesterday.html) too! :)

fatflatfly
03-26-2011, 07:17 AM
Will you be adding gamecenter ?

Rubicon
03-26-2011, 07:19 AM
We've been considering putting some achievements in there, yes.

You should definitely get some official pay off when you take down a behemoth tank with a grunt!

fatflatfly
03-26-2011, 07:20 AM
Nice, downloading now

J-kid
03-26-2011, 07:38 AM
Great little game you guys have will buy the full version soon as I get another iTunes Gift Card.

Rivozzz
03-26-2011, 08:50 AM
the game is great..as i said before ..it need a minor tweak..is that when u press on enemy u see range and attack instead of calculating based on my enemies..

by the way when i attak they say 38% 70% so on...is it my attck or their health coz it is confusing...i love to see the health in numbers and decreasing but what is %??

Rubicon
03-26-2011, 08:53 AM
The numbers you see floating up after a fight are the amount of damage you did as a percentage of its total health.

The numbers you see above their heads when picking targets is how badly damaged they'll be if you shoot at em. So 100% means 100% dead

phattestfatty
03-26-2011, 08:58 AM
Excellent game. Lite version held me off until it was time to go to sleep. Now I just bought the full HD the second I saw it.

trystero
03-26-2011, 09:01 AM
Can someone give me his/her thoughts on the AI? I really need it to be good. :)

J-kid
03-26-2011, 09:24 AM
Can someone give me his/her thoughts on the AI? I really need it to be good. :)

very good not to hard but challenging. Like playing a teenager, smart but won't always make the right moves.

PnExT
03-26-2011, 09:30 AM
this game crash on ipod 4g,fix that ASAP :(

Epox
03-26-2011, 09:33 AM
this game crash on ipod 4g,fix that ASAP :(

it works for me, try respringing

Maxime Briand
03-26-2011, 10:02 AM
@Rubicon, just tried the Lite version, and I'm about to purchase the Full version now (so much fun!), but I wanted to ask you something about the HD version...
Right now I'm playing on a 3rd generation iPod touch, but I was still thinking of getting the HD version, so:
1) Would I actually have a lower resolution than if I got the regular one for my device?
2) Besides the small price difference on purchase (which is totally fine, glad to encourage you guys as much as possible!), will the IAPs (campaign packs, etc.) stay at the same price for both version?

Thanks, can't wait to play some more! :D And I'll make sure to post more detailed feedback later!

wiesse
03-26-2011, 10:10 AM
I've had such a hard time finding a great tbs for iPhone/pad. Highborn is very very good but glwg is easily my favorite. The games flow is outstanding. The troops and abilities make sence. I have not found anything at all to complain about. Great job. If you like tbs you can just skip the lite version and buy this.

Rubicon
03-26-2011, 10:20 AM
Thanks for the positive comments, guys.

The HD version will run at the maximum possible resolution your device supports, regardless of what it is. The standard "low def" version is basically the old iPhone size whatever you run it on.

Putting aside my obvious bias about the price difference, I would recommend 3GS owners by the standard version and any other device owner go for the HD one.

The app seems very stable so far, but if you do find a crash or other major bug, I promise we'll push out an update as soon as we can identify and fix it. We're not running away from this game and intend to keep it updated and extended over time.

Darkwalker
03-26-2011, 10:42 AM
What is required to successfully conquer an enemy barrack?

Tried 2nd mission 2 times now, when i place an engineer on the "blue" field of the enemies barracks, then play "next round" there is a message denied and the engineer disappears.

Just got an idea, do i have to make an action with the engineer after moving him there?

c.ihls
03-26-2011, 10:46 AM
Great game - was an instabuy, as promised :D

One question: bought a speech-pack but still get the 'old' commands? What do I miss?

Rubicon
03-26-2011, 10:59 AM
What is required to successfully conquer an enemy barrack?

Tried 2nd mission 2 times now, when i place an engineer on the "blue" field of the enemies barracks, then play "next round" there is a message denied and the engineer disappears.

Just got an idea, do i have to make an action with the engineer after moving him there?If you park anything on an enemy "build pad" it'll get killed in the next turn. This is to stop people "cheating" by choking off the enemy's ability to build.

To take a building with an engineer, simply move him next to it and then make him attack it. Tap to select an engineer stood next to a building and then some purple circles should show up on the building. Tap one of those and presto.

Rubicon
03-26-2011, 11:02 AM
Great game - was an instabuy, as promised :D

One question: bought a speech-pack but still get the 'old' commands? What do I miss?You can assign different voices to either your team and/or the enemy so there's no sane way to automatically pick what to do.

So... just bring up the settings menu (the one with blue cogs icon) and then tap the last button on that which should have "change speech" on it. Tap that and from there you can cycle who says what how.

COHagan23
03-26-2011, 11:05 AM
Love the look and design of this game, very polished looking. And while this type of game is exactly my cup of tea, the separate pricing for the SD & HD iPod/iPhone version will make me wait patiently for a future sale. Supporting a device's native resolution should not be an "extra" that costs 3x more.

Congrats on your release!

Whitewolf99
03-26-2011, 11:24 AM
2 missions in i'm really digging the game. it's great except the very odd save system. i believe i understand it now but its hard to explain. auto-save happens only at the beginning of every turn, not when you close the app. if you want to save your progress in a turn you have to save manually in the menu and oddly enough load that save when you start the game the next time. automatically he will resume at the beginning of that turn (or at an older save, where it gets really confusing)
normally the game should automatically resume at the latest point in the game, either autosave or manual save.

c.ihls
03-26-2011, 11:40 AM
You can assign different voices to either your team and/or the enemy so there's no sane way to automatically pick what to do.

So... just bring up the settings menu (the one with blue cogs icon) and then tap the last button on that which should have "change speech" on it. Tap that and from there you can cycle who says what how.

Thanks for the quick reply - unfortunately it's not working for me: had the lite version, upgraded to full basic version and purchased the wunderbar speech-pack. Now it still says buy a speech-pack - maybe you could look into it for me?

Thank so much!! :D

Edit: another bug, I've stumbled upon: deactivated the movement animation and activated it later again. Now I've got no movement animation, except I deactivate (!) it again in the settings menu. Looks like the inputs aren't recognized properly after saving and loading a game?!

icepulse
03-26-2011, 12:17 PM
Love the look and design of this game, very polished looking. And while this type of game is exactly my cup of tea, the separate pricing for the SD & HD iPod/iPhone version will make me wait patiently for a future sale. Supporting a device's native resolution should not be an "extra" that costs 3x more.

Congrats on your release!


Consider it a $4 investment, and buy both!


You make "3x more" sound like a lot. Sheesh.

steviebwoy
03-26-2011, 12:25 PM
Proud to call myself a beta tester for this one. Enjoy! :D

adamphetamine
03-26-2011, 01:11 PM
Got the hd version for my iPod 4g and it looks, runs, and plays awesome. Good game so far so keep it up.

Rubicon
03-26-2011, 01:23 PM
Love the look and design of this game, very polished looking. And while this type of game is exactly my cup of tea, the separate pricing for the SD & HD iPod/iPhone version will make me wait patiently for a future sale. Supporting a device's native resolution should not be an "extra" that costs 3x more.

Congrats on your release!Good luck with the wait.

The game costs 3 dollars which I think is more than reasonable for 15 man months of work.

As it says in the appstore blurb, we're trially the low def version at a dollar to see what happens. Unless something ridiculous occurs, that will also go back to its full price of 3 dollars in a month or two.

Betty 2K1
03-26-2011, 02:33 PM
Being a huge Advance Wars fan, I am so happy this game has arrived. The look of the game is fantastic (You may have even beaten Nintendo in regards the look of the game, I'm sure this look would be the way to go for the 3DS).

For what its worth, here are my thoughts:

- As already mentioned having the ability to find out the enemies next movement by touching them is I feel essential.

- I (again as already mentioned) am having difficulty finding the option to change the speech packs (I'll go so far to say it isn't there for me).

- I also feel the tank/bazooka damage against foot soldiers is far too weak.

- I think it would be better if after moving your unit it automatically identifies who you can shoot once they stop moving, rather than pressing your unit again.

- I am still confused by the damage indicators. I had three enemy engineers in range of my tank. Two were 1 and 2 spaces away from the tank and showed different damage percentages but not 100%, another was about 4 spaces away on a bridge and showed I could do 100% damage to them. I'm presuming it my be because they all already had been injured in varying degrees? However I feel this is a little to confusing (for me anyway). In keeping with the title of the game, while you have all the 'complicated' mathematics working in the background, it should be kind of easier to read the displays.


- Please make an option to turn the voices off but keep the sound effects.

- Plus an option to turn off the confirmation question when you want to end your turn (I think it will keep up pacing better).


Good luck to you with this game and I hope it continues to be updated with additional content for a long time. I will gladly keep supporting you (I already have bought the extra campaign and all the speech packs, I'll also buy it for my Mac if it ever comes out too).

Rubicon
03-26-2011, 02:38 PM
Bugger, stop the presses.

It appears there is a problem with the speech packs. The other versions of the game work perfectly, so this must be a fubar at the appstore. I'll address it in short order and ensure nobody loses anything. You've definitely bought it and you keep it - the problem seems to be with the button itself in the game.

Sorry for any inconvenience and please bear with me. We'll have a patch submitted by Monday latest.

Betty 2K1
03-26-2011, 02:49 PM
Not a problem.

c.ihls
03-26-2011, 02:50 PM
Bugger, stop the presses.

It appears there is a problem with the speech packs. The other versions of the game work perfectly, so this must be a fubar at the appstore. I'll address it in short order and ensure nobody loses anything. You've definitely bought it and you keep it - the problem seems to be with the button itself in the game.

Sorry for any inconvenience and please bear with me. We'll have a patch submitted by Monday latest.

Hey, calm down! Just bought the next speech-pack (although I can't use them right now) - I really LOVE this game and am sure, you'll keep improving it over the time. Really looking forward to the first mission-pack :)

Rubicon
03-26-2011, 02:53 PM
It's all good stuff. We're compiling a list of feedback and the things that make good sense will go into a future free update.

I'm trying not to respond to individual points as before long that'll become my full time job, especially when other members start arguing over them :)

I can promise they all get read and noted and all the good ones will make it into the game at some point, so please feel free to volunteer them - we're not ignoring you.

iber4
03-26-2011, 03:00 PM
nice game... wants to beat StarCraft??? :D

Rubicon
03-26-2011, 03:04 PM
nice game... wants to beat StarCraft??? :DAbsolutely, bring it on! :D

backtothis
03-26-2011, 03:06 PM
Congrats on the release! Didn't see the thread last night, but picking up the HD version now. I'm always up for another strategy game, and this one screams quality.

nice game... wants to beat StarCraft??? :D

Wtf does this even mean. The game is turn based, and I don't see any resemblance to SC in the art either.

deckard
03-26-2011, 04:22 PM
Played the lite then promptly bought the full, really fun game. Suggestions:
-options to speed up gameplay like skip the 'oohrah' stuff if you just want to fight (or don't have alot of time)
-bring back the blood! make it a parental lock whatever just bring it back as an option

Nekcik
03-26-2011, 04:34 PM
Played the lite then promptly bought the full, really fun game. Suggestions:
-options to speed up gameplay like skip the 'oohrah' stuff if you just want to fight (or don't have alot of time)
-bring back the blood! make it a parental lock whatever just bring it back as an option

^this , and can you please have an option to skip the tank driving buy as sides switch? seems to make the game drag having to watch the animation screen of the changing sides. Other then that, Bought the HD full version last night and played it a bit, good solid game so far.

magihiro
03-26-2011, 04:52 PM
Is there a skirmish mode?

MacGyver
03-27-2011, 09:47 AM
Having played every Advance Wars game and every other similar game on the app store over the last 2 years, I have to say GLWG is perhaps the best, though Rogue Planet was definitely more polished (...with a much higher budget, mind you).

If I could make one request for a future update, it would be the ability to speed up the movements & animations and especially the enemies' turn (with an option to visually skip it entirely). I find the slow animations and pauses in between every move really painful.

Zooming out of the map a bit would also be nice, its all a little too large for my taste - I'd like to see more in order to plan better (and not have to pan around so much).

A skirmish mode, as already mentioned, is also a must-have for the app to succeed. In-App purchase for new features like this are fine with me.

All in all, an excellent start, and a true gem in this genre category :)

Rubicon
03-27-2011, 09:53 AM
Thanks for the encouraging comments. Have you checked out the options in the settings? They don't go as far as you indicated, but they do speed the game up quite a bit.

We did have pinch zoom in but we took it out on account of the game being unplayable when zoomed out (too hard to click the men) and when zoomed in you couldn't get much done. I'll put this back on the list though as if people want it they can judge for themselves. :)

The "Your Turn" thing hides most of the AI thinking time, so removing it wouldn't save anything. I'm hoping that's better than waiting for a "please wait" message box which I dislike myself.

undeadcow
03-27-2011, 09:54 AM
Are the rumors of a secret zombie map really true?

deckard
03-27-2011, 10:12 AM
Thanks for the encouraging comments. Have you checked out the options in the settings? They don't go as far as you indicated, but they do speed the game up quite a bit.

We did have pinch zoom in but we took it out on account of the game being unplayable when zoomed out (too hard to click the men) and when zoomed in you couldn't get much done. I'll put this back on the list though as if people want it they can judge for themselves. :)

The "Your Turn" thing hides most of the AI thinking time, so removing it wouldn't save anything. I'm hoping that's better than waiting for a "please wait" message box which I dislike myself.

Here's my vote to put the pinch zoom in/out back asap, also rotating the map would be nice. I don't want these features to play the game in so much, rather as the prior poster said for strategizing and sometimes for just plain enjoyment of the graphics.

Man, why were all these cool features (blood, pinch zoom, weather impacts, etc) in the game at one point then taken out, who the heck didn't like them?

I'm personally fine with the 'your turn' animation since now we know it serves a purpose but the game can certainly be sped up dramatically by allowing us to bypass or cut short all the catch phrase pauses after each kill. Also, there seems to be no way to FF through the intro cut scenes. Even though they are brief as is, when you have only a short time to game BUT still want to enjoy the humor it would be nice to speed through them with a tap in addition to being able to skip them entirely (which is already there).

phattestfatty
03-27-2011, 10:14 AM
Are the rumors of a secret zombie map really true?

what? secret zombie map?

admo
03-27-2011, 11:02 AM
So far I am loving it. Just completed the protect the General mission (3rd mission I think). And here are my thoughts/wishes:

Would love to see movement/attack range of enemies if I touch and hold on them same as my troops. I had no idea the movement and range of the tanks on that map, so I didn't know how close my bazooka men can get, while knowing I will be safe for at least 1 turn.

I am also slightly confused as to the advantages of higher terrain. I guess it increases my attack range? Not sure, but I have instinctively been putting my snipers up high.

Also, what do promotions do? They seem to heal the unit. Is that all? It seems enough, but am unsure.

Perhaps some of these questions are answered in this and other threads, and I'll go check them out too,

MacGyver
03-27-2011, 11:23 AM
The "Your Turn" thing hides most of the AI thinking time, so removing it wouldn't save anything. I'm hoping that's better than waiting for a "please wait" message box which I dislike myself.

I'm not talking about the "thinking time", rather the playing out of the enemie's actual moves & animations. Its painfully slow, and needless. I can see what he did when its my turn.

Please either provide a way to skip his steps, or to speed them up dramatically :)

Rubicon
03-27-2011, 12:29 PM
Hmm, go to settings turn off all the slower stuff? :)

It's noted that you want faster still, but rushing things out at the last minute is what left the HD version and IAP in a dire state, so I'm not going to do anything immediately until it all becomes as solid as it should be.

Want to rotate the map? Hold down with two fingers spaced a bit apart and rotate them around.

In regards to who took these out, us and some alpha testers. As seen already lots of people want stuff speeding up. They'd want it speeding up more if the units only moved two tiles in the snow, etc.

Balancing this stuff involves give and take and there aren't any magic bullets that please everyone. And if you put in 20 options to allow fine control then some people complain about confusing options! :)

This isn't a rant btw, just explaining how it is when you're tugged in all directions at once. I'm glad of the feedback and I will take it all on board for a future update.

Max_TO
03-27-2011, 02:50 PM
Great little war game !
I have been looking for such a game for quite some time now and I really enjoy what this game dilevers !

I would have to agree with some of the other posts , add a skirmish mode for one . Also , as mentioned , please add the ability to view enemy movement and fire range by touching the respective unite .

As for the enemies turn phase , I kinda enjoy watching the animation . It's much better then stairing at a " please wait screen .

A zoom feature would be nice to allow a full picture of the battlefield to help formulate strategy .

All in all we have a great little game on our hands!

Górecki
03-27-2011, 04:49 PM
I've just played through the lite version and I'm mildly impressed although it does feel a little unfinished with many obvious (well, to me anyway) features missing.

Things I'd very much like to see:
Pinch zoom and rotate. Yes, I know you can already rotate the map but it's clunky and awkward. I'd much prefer a smooth rotate that swung round rather than jumps between fixed viewpoints. And whilst I appreciate that a zoomed out view wouldn't be playable, I do want to survey the whole battle field in one take. A bit like AW's map screen.

Option to turn off battle animations and speech. There's nothing wrong with them, they're great but it'd be nice to switch them off if they get a bit annoying and you just want to zip through.

Allow me to see the selected units potential firing range at the same time as their potential movement range.Before I move a unit I want to see whether it can hit anything first. I don't want to move and then realise I'm still out of range.

Allow me to select an enemy unit and see their potential movement and firing range.Pretty obvious really. Very surprised this isn't in there already.

The biggest issue I have though is the current system for creating units and capturing factories and resources. In AW, capturing and manufacturing takes time. Capturing a factory takes two turns and then any manufactured unit is unable to move or act for a further turn. It promotes forward planning and careful unit selection. You can't just spam the map with units as, no matter how much money you have, each factory can only create one unit per turn. And if those units aren't properly supported then they'll be wiped out before they can do anything (eg if there are enemy bombers nearby you need to make sure your air defences are up to scratch before manufacturing vulnerable tanks).

In GLWG the capturing and manufacturing process is far too easy. For example(I think these movement ranges are roughly correct): I can select an engineer, have him hop into a transporter, drive five hexes, hop out the transporter, trot four hexes to a factory, capture the factory, manufacture an artillery unit, drive the artillery unit another four hexes and use it to wipe out an infantry unit yet another four hexes away.

In effect, under certain circumstances, it's possible for an engineer to completely destroy a unit approximately twenty hexes away in a single turn. Which feels a bit daft.

It also makes assaulting a factory rather frustrating as the enemy can either just spam the map with cheap cannon fodder or instantly manufacture the scissors that defeats my paper (if you catch my drift). Or both

I'm going to buy the game anyway as I'm a sucker for slick TBS games but this stuck out as a real problem for me.

Quick question regarding the voice packs: Is it possible to assign different voice packs to different armies. ie can I be the British and have the enemy as the Yanks?

MidianGTX
03-27-2011, 06:24 PM
Rubicon, as you go through these threads, please note that not everyone playing this game is an ADHD-addled teen mainlining sugar directly into their carotid arteries.

But most are after short, quick, portable gaming ;)

undeadcow
03-27-2011, 06:28 PM
what? secret zombie map?

Did I hear you say something about a secret zombie map?!? What a great idea for the next update, if the developers are listening!

Rubicon
03-27-2011, 06:53 PM
But most are after short, quick, portable gaming ;)And then they might also be interested in my next project. As an antidote to working on the same thing forever, we've been knocking up a whack-a-mole clone on the weekends. :)

(That'll be up when we've fixed all the pending issues with our appstore issue, then it's back on to updates for this.)

phattestfatty
03-27-2011, 06:58 PM
Hey, I was just wondering how the game sales are going. I looked in the top 200 (i think) and couldn't find it. I really want this game to succeed, in part so future updates and the sequel are more likely to come. Also, this game is just too good for people not to notice. I honestly think that you guys should do more advertising for the game. The seperate SD and HD versions are probably stopping this from shootin up the charts too. I just really hope the game sells well. :)

backtothis
03-27-2011, 07:03 PM
Hey, I was just wondering how the game sales are going. I looked in the top 200 (i think) and couldn't find it. I really want this game to succeed, in part so future updates and the sequel are more likely to come. Also, this game is just too good for people not to notice. I honestly think that you guys should do more advertising for the game. The seperate SD and HD versions are probably stopping this from shootin up the charts too. I just really hope the game sells well. :)

Look under the strategy category under games. The HD version is 65 on that list, and the SD version is 122.

phattestfatty
03-27-2011, 07:17 PM
Look under the strategy category under games. The HD version is 65 on that list, and the SD version is 122.

Forgot to look there actually. I just went through the top games :)

Rubicon
03-27-2011, 07:17 PM
I've only seen one days worth of sales yet and it was ok but we're not worrying any angy birds. Then again, the roll out has been far from smooth with a single mistake making it look the game has nine million bugs. Tomorrow's fix will sort that one out.

ironsam80
03-27-2011, 07:48 PM
Hey guys great game! Just a question. I bought the HD version and i install it both my iPhone 4 and iPad 2. Then i bought the extra map throught iap from my iPhone. There is a recharge to activate this map pack to iPad also?

TanTan
03-27-2011, 09:42 PM
If this game only had multiplayer, this game would be at the top of the charts... And by multiplayer i mean a "words with friends type" multiplayer. Other wise it would take way to long. I'm not sure if that makes sense... Does it?

Max_TO
03-27-2011, 09:47 PM
Given the length of this thread please forgive me if this question has already been asked ..

If the game is cleared with all gold medals , what little bonus awaits ?

Chocolate
03-27-2011, 10:19 PM
Hey guys great game! Just a question. I bought the HD version and i install it both my iPhone 4 and iPad 2. Then i bought the extra map throught iap from my iPhone. There is a recharge to activate this map pack to iPad also?

Good question.

phazer89
03-27-2011, 11:51 PM
Great game, I've played around 4 missions so far and liking it. As mentioned by people, a fast forward button would be great for speeding up the enemy turns. And also the ability to see an enemy's movement/attack range. As for zooming, I dunno about the later levels but so far I have yet to feel a need to zoom in/out.

Not sure if this was mentioned but when you scroll through the map (i.e. swipe your finger across the screen) during the attack/victory animation, when the animation ends the game will respond to the scrolls and end up off-screen, sometimes quite far away (depending on how much you scrolled during the animation).


Allow me to select an enemy unit and see their potential movement and firing range.Pretty obvious really. Very surprised this isn't in there already.


Would love to see this added in as well, or an undo button so you can try different placements.

Hey guys great game! Just a question. I bought the HD version and i install it both my iPhone 4 and iPad 2. Then i bought the extra map throught iap from my iPhone. There is a recharge to activate this map pack to iPad also?

I'm not sure about this but I think IAP, as with general app purchases through the store, carries over? Meaning you shouldn't have to pay again to download the IAP on another platform.

schplurg
03-28-2011, 12:03 AM
What is the secret for getting through the destroyed enemy gate on level 5? After blowing it up I can't get any units to go through it so I can capture the base? Playing on an iPad 2 if that matters.

Rubicon
03-28-2011, 02:38 AM
That sounds like a bug that we're patching today along with this iPad2 sound problem. (Both issues were fixed last week but it looks like the HD version didn't have the fixes for some reason I can't wait to investigate).

The IAP thing should work ok for two installs. If you go to buy it again on the second device it should just tell you you already own it and unlock it for free. At least that is my understanding.

dk79
03-28-2011, 03:46 AM
As a huge advance wars fan, I found out that all games claiming to be the next advance wars aren't even coming close to it.
I really hope this is it. I'm not getting my hopes up though.
Downloading as we speak.


PS: I already don't like what I'm reading here about enemy power status not showing and zoomed in views. I guess I'll have to find out for myself.

Rubicon
03-28-2011, 04:04 AM
Just as long as you understand it's not us that are making those claims ;)

This game will of course be compared to advance wars and some of them have us ahead, but you'll need to make your own mind up. I hope you enjoy it whatever.

ironsam80
03-28-2011, 04:15 AM
Good question.
Just try it and worked like all others iaps (remember my previous purchase).

STYJ
03-28-2011, 04:22 AM
I'll buy this game when it's on discount . I need to only buy 0.99 games (trying to control my impulse buying)

schplurg
03-28-2011, 04:30 AM
Good to hear fixes are on the way! I think this game is really fun. There is a perfect balance between depth and casual play, at least for me.

The game hasn't gotten too difficult yet, though I'm only on level 5. I think it's a very polished and well made game, and the devs have been very responsive to suggestions and quirks in the game. Can't wait for the update.

steviebwoy
03-28-2011, 06:15 AM
I've just played through the lite version and I'm mildly impressed although it does feel a little unfinished with many obvious (well, to me anyway) features missing.

Things I'd very much like to see:
Pinch zoom and rotate. Yes, I know you can already rotate the map but it's clunky and awkward. I'd much prefer a smooth rotate that swung round rather than jumps between fixed viewpoints. And whilst I appreciate that a zoomed out view wouldn't be playable, I do want to survey the whole battle field in one take. A bit like AW's map screen.

Option to turn off battle animations and speech. There's nothing wrong with them, they're great but it'd be nice to switch them off if they get a bit annoying and you just want to zip through.

Allow me to see the selected units potential firing range at the same time as their potential movement range.Before I move a unit I want to see whether it can hit anything first. I don't want to move and then realise I'm still out of range.

Allow me to select an enemy unit and see their potential movement and firing range.Pretty obvious really. Very surprised this isn't in there already.

The biggest issue I have though is the current system for creating units and capturing factories and resources. In AW, capturing and manufacturing takes time. Capturing a factory takes two turns and then any manufactured unit is unable to move or act for a further turn. It promotes forward planning and careful unit selection. You can't just spam the map with units as, no matter how much money you have, each factory can only create one unit per turn. And if those units aren't properly supported then they'll be wiped out before they can do anything (eg if there are enemy bombers nearby you need to make sure your air defences are up to scratch before manufacturing vulnerable tanks).

In GLWG the capturing and manufacturing process is far too easy. For example(I think these movement ranges are roughly correct): I can select an engineer, have him hop into a transporter, drive five hexes, hop out the transporter, trot four hexes to a factory, capture the factory, manufacture an artillery unit, drive the artillery unit another four hexes and use it to wipe out an infantry unit yet another four hexes away.

In effect, under certain circumstances, it's possible for an engineer to completely destroy a unit approximately twenty hexes away in a single turn. Which feels a bit daft.

It also makes assaulting a factory rather frustrating as the enemy can either just spam the map with cheap cannon fodder or instantly manufacture the scissors that defeats my paper (if you catch my drift). Or both

I'm going to buy the game anyway as I'm a sucker for slick TBS games but this stuck out as a real problem for me.

Quick question regarding the voice packs: Is it possible to assign different voice packs to different armies. ie can I be the British and have the enemy as the Yanks?

^ This.

On later levels, "spamming" does become a real pain in the rear. Still love the game, but it is a bit annoying at times. In the beta, I used to sit a unit on the spawn point to stop them from spamming me, but it seems that's been removed in the final game!

Rubicon
03-28-2011, 06:31 AM
Hold down on a selected unit and you see it's firing range. This doesn't work for enemies as it's not that relevant - they can move to hit you back.

This should be indicated via a help icon near the start of the game I guess.

Pinch zoom will be back in with the update planned for today.

deckard
03-28-2011, 08:35 AM
Minor bug report (at least I assume it's a bug). I was on mission 4 and about 4-5 guys hopped onto the same spot. Look at the middle of this screenshot you'll see the little pow-wow goin on.

http://i54.tinypic.com/2wnpild.jpg

Rubicon
03-28-2011, 08:39 AM
Thanks. This is actually the same bug as pretty much everything else and is being worked on right now. (There is an issue with saving the game and loading it back in, which happens when you quit the app as well as do it manually).

More info will be forthcoming later, but rest assured a patch is on its way.

deckard
03-28-2011, 08:45 AM
^ This.

On later levels, "spamming" does become a real pain in the rear. Still love the game, but it is a bit annoying at times. In the beta, I used to sit a unit on the spawn point to stop them from spamming me, but it seems that's been removed in the final game!

This might not be such a big deal if we knew what unit promotions do. In other words if killing more opponents means you promote faster and get something cool like extra dmg/splash dmg/etc, then I'm probably fine with the spamming. If all promotions do is heal you then meh, the spamming just becomes a bit irritating.

icepulse
03-28-2011, 08:46 AM
Pinch zoom will be back in with the update planned for today.

Does that include panning?

steviebwoy
03-28-2011, 09:16 AM
This might not be such a big deal if we knew what unit promotions do. In other words if killing more opponents means you promote faster and get something cool like extra dmg/splash dmg/etc, then I'm probably fine with the spamming. If all promotions do is heal you then meh, the spamming just becomes a bit irritating.

Yeah, I found the spamming pretty annoying in the beta if I'm honest, as it does mean that some battles degenerate into a numbers game of "throw more men at them than they throw at you". Which isn't particularly tactical. That said, the different objectives in each mission do prevent this from becoming too traumatic.

AFAIK all promotions do is heal your units, and replenish their ammo and/or fuel etc.

trystero
03-28-2011, 09:27 AM
very good not to hard but challenging. Like playing a teenager, smart but won't always make the right moves.

Anyone else willing to share opinion on the AI? I see a couple of people complaining about it in the iTunes reviews.

steviebwoy
03-28-2011, 09:35 AM
I did raise during beta testing that I thought it was a little gung-ho, and it does tend to "spam" grunt after grunt after grunt, but I'm sure this could be fixed with a patch of some sort.

I certainly wouldn't let it put you off as I'm sure Rubicon are aware of it, and the game is fantastic in any case..

Rubicon
03-28-2011, 09:36 AM
It has three seconds to think out an entire days planning. Not sure what you're expecting from that tbh, I think Norman Schwarzkopf could probably give it a licking.

wiesse
03-28-2011, 09:36 AM
I would love to tap and hold to see firing ranges of the enemy. I am sick of being shot down by AA guns when I thought I was far enough away. Or Even an option to have a circle around each unit signifying its range.

I was on a water level to survive 12-15 days. The invasions were coming on three different beaches. I parked an troop on every beach on the board and stopped the invasion in its tracks. Looked like some tough units were coming my way :-/

I have turned off all slow down features and the game plays quite quickly. Love that.

Skirmish mode is not that important if I can get new maps quickly (maybe distribute a map builder for user maps.)

Still loving this game!

trystero
03-28-2011, 10:16 AM
It has three seconds to think out an entire days planning. Not sure what you're expecting from that tbh, I think Norman Schwarzkopf could probably give it a licking.

Look bud, I'm just trying to figure out if the AI provides a reasonable challenge or not hehe. Your reply sounds pretty flippant to me, especially considering single player is the only mode available at the moment so the game is basically being sold on the performance of the AI behind it :)

I'm not expecting an implementation of Deep Blue behind the scenes, but I wouldn't mind it being at least as well developed as the AI behind Advance Wars ( which also has 3 seconds and a much poorer processor in which to complete instructions ).

I'm not bashing your game ( I haven't even played it )... I'm trying to get community opinions in order to figure out if I should buy it or not hehe...

Steviebwoy ( or anyone else who has been through several missions ) is it similar to the Advance War series in terms of AI?

steviebwoy
03-28-2011, 10:42 AM
That's a tough call trystero, you do know that you can download a trial version for free right? Give it a go yourself, that's the best way to judge it :)

For the record, I think the tactics are pretty good, but like Paul says, the game is beatable. I'm no chess genius and the AI (as mentioned previously) can be a little one-dimensional at times, but it's beatable. You may have to retry a level once in a while, but you'll eventually get there. It's a good game mate, snare the trial at least; that way you've nothing to lose :grin:

Rubicon
03-28-2011, 10:43 AM
Yeah, sorry. Been a long hard day fixing stuff and it was those reviews that annoyed me a bit, not your own post. Every other review has been glowing, but moaning about the AI not matching up to Deep Blue as you put it seems somewhat unfair.

It's not for me to comment on my own work really, but hopefully the AI is meeting with approval generally. We didn't have the time, nor the team size, nor the budget, nor the sale price of advance wars, so tbh if it comes close then its mission accomplished for me.

steviebwoy
03-28-2011, 10:47 AM
Bloody well spot on Paul!

Whitewolf99
03-28-2011, 10:55 AM
when you are at fixing bugs atm: had a crash on mission 4 (black gold) about 8 or 9 turns in. i guess it was memory related (ipod touch 4, 4.2.1, no apps in background, but didn'T reboot before playing), as there were a lot of units on the field, but the surprising thing after restarting the game was, that i had to start the mission over. so there is no autosave at the end of a turn or did it get corrupted because of the crash?

Rubicon
03-28-2011, 11:09 AM
It does auto-save yes. And one of the bugs we've fixed today (which was responsible for most of those reported) is in the save system.

If you play through in one hit then it should be ok.

I'll post a detailed "whats in the patch" list shortly.

lord timmie9
03-28-2011, 11:59 AM
whew back from my trip im going to get this as soon as i get to a shop with itunes cards

Rubicon
03-28-2011, 04:16 PM
Well, it turns out we had basically a single issue that was causing a few different failures. (Saving stuff out when you quit the app was causing certain things to not reset properly.)

There is one serious issue outstanding and that is with the iPad2 build freezing or stuttering. This never did make any sense to us and we don't have our machine yet to test on, but there appears to be some sort of backwards compatibility problem that isn't of our making. Lots of other games are apparently having similar issues (http://forums.macrumors.com/showthread.php?t=1115190). I know that's no help for GLWG, but it should at least restore some faith in us as developers.

As for the rest, this is copied from the "what's new". The update (v1.1) is awaiting Apple's loving hand and then it should be out within a day or two.

BUG FIXES:

* Mission 5 now possible to capture enemy HQ
* IAP voice packs now all fully useable (until patch, only first two work)
* Fixed crash on SD version campaign pack selector
* Days Remaining now doesn't go wrong in some load/save scenarios


TWEAKS:

* APC became a Jeep and has FAR weaker armour - you've been warned :)
* AI no longer goes mad with ferries in certain cases
* Improved gameplay balance on some maps


ENHANCEMENTS:

* Pinch to Zoom
* Minor AI behaviour tweaks


OUTSTANDING ISSUES:

* iPad2 has a sound issue in common with a lot of other games. See above.

* The AI team can occasionally put two units in the same tile. We are trying to fix this but its very hard to replicate as it's quite rate and also quite hard to drill down on once we do see it.

Thank for your patience and understanding...

Dazarath
03-28-2011, 04:51 PM
The regular vs HD thing is kind of confusing considering that most other games use the "HD" tag to indicate an iPad version rather than iPad+retina version. As a result, I purchased the wrong one, which is not a big deal, but I can't imagine that I'm the only person to do so.

Marcus70
03-28-2011, 05:12 PM
Thanks for adding the zoom function :)

Rubicon
03-28-2011, 05:25 PM
It gets worse. We'd like to do a "deluxe" release in future with all of the IAP stuff available without messing with IAP buttons. We'd knock a buck or two off the aggregate price too.

phattestfatty
03-28-2011, 06:38 PM
It gets worse. We'd like to do a "deluxe" release in future with all of the IAP stuff available without messing with IAP buttons. We'd knock a buck or two off the aggregate price too.

In that case, give the standard version retina and make the HD version the "deluxe version". Kind of like Mission Europa system.
You could raise the HD version up to 4-5$ and the standard to 2 bucks.

deckard
03-28-2011, 07:44 PM
Got a friend of mine to buy the game (you're welcome) and he mentioned a feature that got me thinking yeah, that would be nice...an 'undo'.

schplurg
03-28-2011, 08:16 PM
Got a friend of mine to buy the game (you're welcome) and he mentioned a feature that got me thinking yeah, that would be nice...an 'undo'.

Agreed! Just a one move undo would be awesome, as in, "Oh crap! I thought I'd be able to shoot that guy from here! I wanna move back", etc

As a dev, I can also vouch for the iPad 2 creating problems with some games. My current project is having issues with it, though they are graphical in nature. The dev community are doing the best they can on this.

Teh_Ninja
03-28-2011, 11:17 PM
So 2nd Gen support is being added?

Rubicon
03-29-2011, 03:04 AM
Thanks deckard :)

An undo button is definitely going into the next update along with some other stuff.

We are looking again at what we can do on 3G and 2G. Turning almost everything off is basically it, so not sure how that will fly atm

steviebwoy
03-29-2011, 04:27 AM
I had a pretty bad crash yesterday on Mission 4, there were admittedly loads of units on the map (as the AI kept spawning grunts, need I say! hehe), but it crashed back to the Home Screen. When I reloaded the save it had saved about 20 minutes before, meaning that I'd lost all of my progress. Is this going to be fixed in the update? Running iPhone 4 HD version of the game..

Edit: Ahem, I'm sure one of your beta testers mentioned an Undo feature weeks ago! ;) Moo hoo hoo!

icepulse
03-29-2011, 06:40 AM
Is there panning, along w/ the zoom feature?

admo
03-29-2011, 09:37 AM
Anyone help me in a game I am in? I'm on a map (4th or 5th mission I think) where I have to blow open a gate and capture the enemy HQ.

1. I think it said that I need to put my engineer on the HQ to capture it. I blew open the gate completely, but it seems no people or vehicles can pass through. It is as if the gate is still there. A bug? Or am I missing something?

2. In the middle of the map there is an oil well I captured. Just 2 or 3 spaces away is a small building with a pad that I captured with an engineer. I think it said on an earlier that these buildings repair vehicles or heal troops or something? But putting a damaged APC and a wounded dude on or near it does nothing. Am I missing what this building does? Perhaps I need another engineer to do something to it? I vaguely remember seeing the enemy send more than one engineer into a building at some point.

Thanks if anyone can answer these!

phazer89
03-29-2011, 09:43 AM
Oh yes, an undo feature is much needed.

Anyone help me in a game I am in? I'm on a map (4th or 5th mission I think) where I have to blow open a gate and capture the enemy HQ.

1. I think it said that I need to put my engineer on the HQ to capture it. I blew open the gate completely, but it seems no people or vehicles can pass through. It is as if the gate is still there. A bug? Or am I missing something?

2. In the middle of the map there is an oil well I captured. Just 2 or 3 spaces away is a small building with a pad that I captured with an engineer. I think it said on an earlier that these buildings repair vehicles or heal troops or something? But putting a damaged APC and a wounded dude on or near it does nothing. Am I missing what this building does? Perhaps I need another engineer to do something to it? I vaguely remember seeing the enemy send more than one engineer into a building at some point.

Thanks if anyone can answer these!

1. It's a bug, according to an earlier post (http://forums.toucharcade.com/showpost.php?p=1654579&postcount=119) it'll be fixed in the next update.

2. Haven't used that a lot, but so far I've placed troops on it (the blue circle) and it'll heal to max health in the next turn. Possibly it only heals infantry and not vehicles?

admo
03-29-2011, 10:26 AM
Oh yes, an undo feature is much needed.



1. It's a bug, according to an earlier post (http://forums.toucharcade.com/showpost.php?p=1654579&postcount=119) it'll be fixed in the next update.

2. Haven't used that a lot, but so far I've placed troops on it (the blue circle) and it'll heal to max health in the next turn. Possibly it only heals infantry and not vehicles?

Thanks! I'll await the update so I can complete this mission. I am pretty sure that I did put a wounded grunt on the blue circle, and the next turn his health was the same (somewhere around 5% or so). Anyway, when the update comes, I'll try again to see if that little building heals my dude.

I think I have 4 days to still get the gold trophy, so I can camp the engineer outside the HQ to see what that little building does.

This is such a fun game!

TotallyImba
03-29-2011, 10:40 AM
Any kind person that wouldnt mind listing all the units in the game for me?

c.ihls
03-29-2011, 10:42 AM
Yeah! Had the same experience - sometimes once my unit was healed - the other times it kept it's low energy. Hope apple speeds the update up, can't wait to keep on playing (already bought nearly every IAP) :D

phazer89
03-29-2011, 11:12 AM
Ok, I just tried it out, the tent/camp-looking building does repair vehicles, as well as re-supply them. Production structures also heal units, but from what I noticed so far, I think they only heal the units they can produce (i.e. tanks can't repair at a barracks).

@TotallyImba: So far I'm only at the 6th or 7th mission, the units I've seen so far are:
Infantry: Grunt, Engineer, Bazooka, Sniper, and a Grenadier which the enemy has (so far, but presumably you can use it in later missions too)
Ships: Ferry, Destroyer
Vehicles: Recon Tank (IIRC?), Artillery, APC, MLRS, Battle Tank (IIRC?)

Btw, @ Rubicon: I noticed that when you place a unit on the blue construction pad, the building becomes unusable. One problem is that on the Tank Jackers mission, you don't get supply trucks so if you place a vehicle with no fuel on it, the barracks is essentially locked for the whole game, unless the vehicle is destroyed. I guess players would learn the lesson and not repeat it again, but maybe "non-compatible" structures could re-supply other units, but not repair/heal them or something.

I think it was mentioned earlier, but an ability to skip the hints at the start of the level would be great (say, tap to skip), especially so when you're replaying levels. I'm not sure what units there are later on (maybe there's a machine gunner or something), but maybe the the Grunt could use an automatic weapon instead? It would look cooler. :D

phazer89
03-29-2011, 12:12 PM
Got a PM from Rubicon, seems like they have problems posting on the forum so they haven't been replying. They've emailed the admin already, so hopefully it'll get sorted out soon.

Max_TO
03-29-2011, 01:53 PM
Stuck at the gate :( guess I need the patch to clear the stage ?

Stustaff
03-29-2011, 02:25 PM
Stuck at the gate :( guess I need the patch to clear the stage ?

Maybe try again? I was able to complete it fine on first attempt! Destroyed gate with 3 shots from recon tank.

Rubicon2
03-29-2011, 02:28 PM
The patch fixes it properly, but if you just wanna get past it then restart the mission from the beginning and don't quit out until you've finished it.

The problem is restoring from a save game - the barricade comes back to life even though there's no graphic there anymore.

Stustaff
03-29-2011, 02:30 PM
The patch fixes it properly, but if you just wanna get past it then restart the mission from the beginning and don't quit out until you've finished it.

The problem is restoring from a save game - the barricade comes back to life even though there's no graphic there anymore.

Really enjoying the game btw, excellent stuff

phattestfatty
03-29-2011, 02:54 PM
The patch fixes it properly, but if you just wanna get past it then restart the mission from the beginning and don't quit out until you've finished it.

The problem is restoring from a save game - the barricade comes back to life even though there's no graphic there anymore.

Rubicon2?

Stustaff
03-29-2011, 03:47 PM
It was mentioned earlier that rubicon was having log in problems, so guess rubicon 2 is temp solution to that.

Rubicon2
03-29-2011, 04:18 PM
Indeed. I've mailed the mods but so far no response. I'm locked out of everything not just this thread. I must've angered the gods somewhere!

Some will be pleased to note that I just finished implementing the display of enemy movement ranges when holding in on them. I still don't see much mileage in this given that the enemy can move before firing, but I'm a willing servant. :)

Next up will be greying out men that can't shoot.

I'm also going to look at a limited undo, but I can't make any promises. It's easy enough to add undo when designed in from the beginning, but it's very hard to jack it in to a "finished" project so it might cause more problems than it solves.

Max_TO
03-29-2011, 04:33 PM
Thanks guys , the reset did the trick , the gate didn't stand a chance !

Rubicon2
03-29-2011, 05:20 PM
Any kind person that wouldnt mind listing all the units in the game for me?I can do better than that. If you download the press pack (http://www.greatlittlewargame.com/downloads/glwg_presspack.zip), there are little playing cards in there with them all on. Unzip the download and look in "trading cards\"

Max_TO
03-29-2011, 06:05 PM
Hmmmm I was prompted to rate the game to get a granader . Problem is I already did rate the game as well as write a review . I still went through the motions and clicked the buttons in hopes of getting the unit . Needless to say , when I logged back into the game I didn't get a granade unit :(

Now my question is , have I now lost the chance to get this new unit because I have already rated the game ? What gives ?

Max_TO
03-29-2011, 06:11 PM
Nice touch , thanks for that link to the card DL !
I can't wait for the plush toys to come out !

Rangerlump
03-30-2011, 08:43 AM
Okay, to put my grumbling upfront......

I bought this game twice over (on accident). I went to the first page of this thread and clicked the link, bought the game for $.99 then proceeded to buy a speech pack and map pack. On the $.99 version the map pack showed as blank when I hit switch.

$3.00(+ tax in the hole)

I come back to this thread and start on the last page and work my way back and realize there was a HD version......grrrrrr had I known. So I bought that for $2.99 +$.99 speech pack + $.99 map pack (this worked in the HD version).

So far I am $7+tax in the hole.....

The game does play awesome so far though =))).

Rubicon
03-30-2011, 08:54 AM
The grenadier and sd campaign pack bugs are both being addressed right now. I do apologise that this game seems very buggy. We've been working night and day on this to get it all nailed, but none of it showed up in our beta or internal testing.

v1.2 will be in with Apple by the end of the week and should be a lot more stable, plus a lot new bits being added based on feedback from the forum.

Sorry to hear you've spent too much money there Rangerlump. I'd offer to send a redeem code but you already appear to have everything! It's a long way off yet but when we do a sequel to this game I'll send you a code for your trouble.

moosinthehoos
03-30-2011, 09:15 AM
Really loving this game. I'd say it's a must buy. It's nice to have a game that has a good amount of gameplay to it that makes it have replay value.

By far my favourite thing to do is use the sniper. It is very satisfying.

:Dave

deckard
03-30-2011, 10:37 AM
Really loving this game. I'd say it's a must buy. It's nice to have a game that has a good amount of gameplay to it that makes it have replay value.

By far my favourite thing to do is use the sniper. It is very satisfying.

Quoted for emphasis...the sniper is just a total badass.

Rangerlump
03-30-2011, 10:47 AM
@Rubicon

Noooo, dont be sorry. I was venting my own stupidity. Now, the vents are clear and all I see is rainbows and unicorns!

I love the game. The art style and animations are addictive. I will post an indepth review on iTunes (should I wait for the grenadier prompt first?).

Rubicon
03-30-2011, 10:51 AM
Hehe, good to hear.

Please go ahead with the review. As you've probably noticed the grenadier is on the bug list and has been fixed in the next version. You won't lose it, it's just that you can't access it yet.

ImStrapped
03-30-2011, 01:42 PM
There was a similar game to this on the gameboy, and the gameboy game was great! Getting this asap, eager to play this.

blindspot
03-30-2011, 02:26 PM
Does this have multiplayer? Online multiplayer? Asynchronous multiplayer?

Haven't been able to find that out yet.

Max_TO
03-30-2011, 07:09 PM
As of yet no multiplayer . Let's hope there are plans in the works for a multiplayer patch in the future .

Rubicon
03-30-2011, 07:28 PM
Multiplayer and skirmish are planned, as are achievements, but these will take considerable time and frankly we can only dedicate that time if we start seeing better sales. They're decent so far, but we really need you guys to help us spread the word.

phattestfatty
03-30-2011, 07:32 PM
Multiplayer and skirmish are planned, as are achievements, but these will take considerable time and frankly we can only dedicate that time if we start seeing better sales. They're decent so far, but we really need you guys to help us spread the word.

Will do!

devensega
03-30-2011, 07:41 PM
Multiplayer and skirmish are planned, as are achievements, but these will take considerable time and frankly we can only dedicate that time if we start seeing better sales. They're decent so far, but we really need you guys to help us spread the word.

Ha, spread the word! That is all I've done since I found out you put my name in the credits. Even my mum bought it and she has trouble launching a bird from a catapult!

Cheers again mate.:D

Max_TO
03-30-2011, 08:09 PM
Multiplayer and skirmish are planned, as are achievements, but these will take considerable time and frankly we can only dedicate that time if we start seeing better sales. They're decent so far, but we really need you guys to help us spread the word.

Fair and honest answer . IMHO this game will do just fine , as it is a great game . But consider how many more people would be inclined to buy if they could face off with there friends . Having said that I am sure it is a lot of work and there is nothing wrong with getting paid for ones work .

Rubicon
03-30-2011, 08:33 PM
Believe me, the irony of the chicken and egg isn't lost on me.

lol@dave, thanks man. :)

phazer89
03-31-2011, 05:26 AM
Hope to see the update soon, I've had the Grenadier problem too.

hbernritter
03-31-2011, 09:30 AM
Having trouble on level 6, none of my tactics are working. I have tried rushing the base, failed, tried sitting pretty on "MY ISLAND" but they group too many on theirs for me to make a dent. The obvious is to attack both at once but that failed for me too. Any hints? troops used? anything?

phattestfatty
03-31-2011, 02:49 PM
ARGHHH I was playing a survival level and I had 1 day left... and I attacked with the general mindlessly (I was talking with friends) and he was damaged... so i didn't get the kill... and I lost... UGHH still a great game. BTW... I got a couple people to look at the game, but a lot of people still have older devices or don't like TBS's... Round 2 recruiting next time i see them....

Rubicon
03-31-2011, 03:25 PM
Hehe, that'll learn ya! :) And thanks for helping spreading the word.

There might be some good news in store for 3G users. We've been cutting down on the graphics a bit and its starting to feel worth sharing. I can't promise it will have the great look or silky smoothness you get with later hardware, but it should be playable.

If anyone has a 2G device and wouldn't mind helping with some compatibility testing on, we'd love to hear from you. People keep telling me if it runs on 3G it will run on 2G, but we just don't have one of our own to nail that on before release.

There is a patch due out any time now to fix the bigger issues we've experienced, but this 3G compatibility will be in the one after that - we are submitting the moment the current update has cleared though.

phattestfatty
03-31-2011, 03:38 PM
Hehe, that'll learn ya! :) And thanks for helping spreading the word.

There might be some good news in store for 3G users. We've been cutting down on the graphics a bit and its starting to feel worth sharing. I can't promise it will have the great look or silky smoothness you get with later hardware, but it should be playable.

If anyone has a 2G device and wouldn't mind helping with some compatibility testing on, we'd love to hear from you. People keep telling me if it runs on 3G it will run on 2G, but we just don't have one of our own to nail that on before release.

There is a patch due out any time now to fix the bigger issues we've experienced, but this 3G compatibility will be in the one after that - we are submitting the moment the current update has cleared though.

I have an old 8gb 3g (which is the same as 8gb 2g) so I'd be willing to help. BTW, i commented on Slidetoplay's Under the Radar feature about your game... I was surprised there was no review or even one of the Under the Radar features for GLWG.

Rubicon
03-31-2011, 03:56 PM
I have an old 8gb 3g (which is the same as 8gb 2g) so I'd be willing to help. BTW, i commented on Slidetoplay's Under the Radar feature about your game... I was surprised there was no review or even one of the Under the Radar features for GLWG.Thanks for the commenting. I've mail bombed a fair amount of reviewers but I'm not chasing it up until this patch comes out.

Regarding the offer to help with 3G, it really does need to be a 2G just so I can assure myself it works. My own personal phone is a 3G so you can understand we've been trying our hardest to make it work nice on it! :)

phattestfatty
03-31-2011, 05:09 PM
Yea... but i meant 3rd gen ipod which is pretty much the same as a second gen

Rubicon
03-31-2011, 05:44 PM
If you mail me your udid I'd love for you to try it on that as well, thanks.

phazer89
03-31-2011, 10:31 PM
Edit// I was thinking maybe there could be a kill counter so that you can keep track of units to see how many kills they would need to get a promotion (for example, you could let a unit on low health kill an enemy to get it promoted and recover).

Having trouble on level 6, none of my tactics are working. I have tried rushing the base, failed, tried sitting pretty on "MY ISLAND" but they group too many on theirs for me to make a dent. The obvious is to attack both at once but that failed for me too. Any hints? troops used? anything?

I presume you're talking about the F-Day mission. Don't build any more destroyers, you only need 1. During the first day don't attack and send it back. The idea is to wait for the enemy to come in range and attack it and move it to your Ship Yard in 1 turn so it'll be repaired. You can kill both destroyers this way.

You'll want Snipers to kill enemy infantry in 1 hit (during your turn and during counter-attacks). You can also send 2 Grunts instead, the first to weaken and the second to kill (although versus Snipers you'll be killed by the counter-attack, unless you're right next to the Sniper). However if you send 2 Grunts, you'll need more ferries since you can only land 3 units at a time, so it'll be easier with Snipers.

You can use guerrilla tactics to soften up the enemy first by landing Snipers, attacking and loading it back into your ferry. Once you have enough troops (~5 Snipers should be enough) you can land all of them and start taking out the enemy. Only land your Engineer if there are no units in range that can kill him (1 Sniper or multiple Grunts). If you can land him with your attack force you should be able to capture the HQ in the next turn, if not 2 more turns will be enough.

As for the enemy reinforcements at your base, you can wait until they come closer to your base and use your Snipers to attack before loading them into the ferries. Afterwards just leave a Grunt to pick off the Engineers. Train more units if necessary to supplement your attack/defence.

DrBoomBoom
04-01-2011, 04:11 AM
Edit// I was thinking maybe there could be a kill counter so that you can keep track of units to see how many kills they would need to get a promotion (for example, you could let a unit on low health kill an enemy to get it promoted and recover).

I presume you're talking about the F-Day mission. Don't build any more destroyers, you only need 1. During the first day don't attack and send it back. The idea is to wait for the enemy to come in range and attack it and move it to your Ship Yard in 1 turn so it'll be repaired. You can kill both destroyers this way.

You'll want Snipers to kill enemy infantry in 1 hit (during your turn and during counter-attacks). You can also send 2 Grunts instead, the first to weaken and the second to kill (although versus Snipers you'll be killed by the counter-attack, unless you're right next to the Sniper). However if you send 2 Grunts, you'll need more ferries since you can only land 3 units at a time, so it'll be easier with Snipers.

You can use guerrilla tactics to soften up the enemy first by landing Snipers, attacking and loading it back into your ferry. Once you have enough troops (~5 Snipers should be enough) you can land all of them and start taking out the enemy. Only land your Engineer if there are no units in range that can kill him (1 Sniper or multiple Grunts). If you can land him with your attack force you should be able to capture the HQ in the next turn, if not 2 more turns will be enough.

As for the enemy reinforcements at your base, you can wait until they come closer to your base and use your Snipers to attack before loading them into the ferries. Afterwards just leave a Grunt to pick off the Engineers. Train more units if necessary to supplement your attack/defence.

Great tactics! Remember also there is a handy slope right by your base that Snipers just lurrrve...

hbernritter
04-01-2011, 07:20 AM
I presume you're talking about the F-Day mission. Don't build any more destroyers, you only need 1. During the first day don't attack and send it back. The idea is to wait for the enemy to come in range and attack it and move it to your Ship Yard in 1 turn so it'll be repaired. You can kill both destroyers this way.

You'll want Snipers to kill enemy infantry in 1 hit (during your turn and during counter-attacks). You can also send 2 Grunts instead, the first to weaken and the second to kill (although versus Snipers you'll be killed by the counter-attack, unless you're right next to the Sniper). However if you send 2 Grunts, you'll need more ferries since you can only land 3 units at a time, so it'll be easier with Snipers.

You can use guerrilla tactics to soften up the enemy first by landing Snipers, attacking and loading it back into your ferry. Once you have enough troops (~5 Snipers should be enough) you can land all of them and start taking out the enemy. Only land your Engineer if there are no units in range that can kill him (1 Sniper or multiple Grunts). If you can land him with your attack force you should be able to capture the HQ in the next turn, if not 2 more turns will be enough.

As for the enemy reinforcements at your base, you can wait until they come closer to your base and use your Snipers to attack before loading them into the ferries. Afterwards just leave a Grunt to pick off the Engineers. Train more units if necessary to supplement your attack/defence.

WOW, thank you so much, I'll give it a shot!!

phattestfatty
04-01-2011, 09:28 AM
WHOAH what's up with this sudden jump up the charts. It was 65th in strategy last I checked.... and now it appears to be around 60th overall....

EDIT: oh yeah, with the old ipod, I let others use it so I won't be able to have it back until tomorrow... I hope that it isn't too late. If I can get GLWG on there by some time on saturday, I'm going on a trip until around teusday and I could play it then and get back to you on how it runs.

Rubicon
04-01-2011, 09:34 AM
Seems we got picked out for New and Noteworthy :)

Rubicon
04-01-2011, 09:36 AM
EDIT: oh yeah, with the old ipod, I let others use it so I won't be able to have it back until tomorrow... I hope that it isn't too late. If I can get GLWG on there by some time on saturday, I'm going on a trip until around teusday and I could play it then and get back to you on how it runs.Is ok, there's no rush. The annoying part for us that we're waiting on Apple to release the v1.1 maintenance update before we can submit this anyway. It's all good though, gives us extra testing time.

C.Hannum
04-01-2011, 10:33 AM
WOW, thank you so much, I'll give it a shot!!
A slightly alternative bit of tips is how I did it.

1. 2 snipers positioned on the "hill" a bit southwest of your HQ are able to completely stop their landing party forces.

2. If you blockade their island with the boat factory with ferries, you basically get a permanent -25 drain to their economy as they'll keep making ferries, can't move them, and then you blow it up with your destoyer(s) - I made a second destroyer to shut down their island faster, but in hindsight phazer89's tip about only needing the one destroyer would probably speed things up a wee bit (I got silver, may try again and see if I can get gold).

3. While you could wait and use snipers as phazer89 suggests, due to the choices the AI makes, you can just as easily brute force your way through their forces with just grunts. The AI has some obsession with sending troops to the NE hill on their island which stops them from overwhelming you until you tip things in your favor. Landing 3 grunts every turn once you get enough ferries more than overcomes their forces and then once you have the advantage, just rush a single engineer to their HQ, don't even need to worry about their factory. You just have to worry about their single grenadier and any snipers they produce, but their grunts are just roadblocks due to the way the AI splits the forces.

hbernritter
04-01-2011, 10:36 AM
A slightly alternative bit of tips is how I did it.

1. 2 snipers positioned on the "hill" a bit southwest of your HQ are able to completely stop their landing party forces.

2. If you blockade their island with the boat factory with ferries, you basically get a permanent -50 drain to their economy as they'll keep making ferries, can't move them, and then you blow it up with your destoyer(s) - I made a second destroyer to shut down their island faster, but in hindsight phazer89's tip about only needing the one destroyer would probably speed things up a wee bit (I got silver, may try again and see if I can get gold).

3. While you could wait and use snipers as phazer89 suggests, due to the choices the AI makes, you can just as easily brute force your way through their forces with just grunts. The AI has some obsession with sending troops to the NE hill on their island which stops them from overwhelming you until you tip things in your favor. Landing 3 grunts every turn once you get enough ferries more than overcomes their forces and then once you have the advantage, just rush a single engineer to their HQ, don't even need to worry about their factory. You just have to worry about their single grenadier and any snipers they produce, but their grunts are just roadblocks due to the way the AI splits the forces.

If I can't achieve gold with phazers then i will try this next for sure

phattestfatty
04-01-2011, 10:36 AM
Seems we got picked out for New and Noteworthy :)

Oh, congrats... the game deserves it too.

phazer89
04-01-2011, 10:39 AM
I got gold for that level, if anyone wants I'll post the details.

steviebwoy
04-01-2011, 10:51 AM
To be fair, how on earth Rubicon developed an AI like this I really have no idea. Truly fantastic work guys :) It has the beating of me, many a time!

C.Hannum
04-01-2011, 01:58 PM
If I can't achieve gold with phazers then i will try this next for sureI went back and got gold today, and I stuck with building my second destroyer after trying phazer89's 1 destroyer tip and finding I didn't see any difference other than things feeling slower.

Just start out with a 2nd destroyer, get 2 snipers built to defend your island, and then put everything else into making grunts and ferries. On day 8, build an engineer or two (I tried this a bunch of times and found 2 is safer since sometimes the enemy will pop out a sniper and take one out). Keep your troops to the southern side of the enemy island and it's pretty much a no-brainer to capture the enemy HQ on day 12, last possible for gold.

hbernritter
04-01-2011, 03:26 PM
I went back and got gold today, and I stuck with building my second destroyer after trying phazer89's 1 destroyer tip and finding I didn't see any difference other than things feeling slower.

Just start out with a 2nd destroyer, get 2 snipers built to defend your island, and then put everything else into making grunts and ferries. On day 8, build an engineer or two (I tried this a bunch of times and found 2 is safer since sometimes the enemy will pop out a sniper and take one out). Keep your troops to the southern side of the enemy island and it's pretty much a no-brainer to capture the enemy HQ on day 12, last possible for gold.

Alright will try it

phazer89
04-01-2011, 11:15 PM
I went back and got gold today, and I stuck with building my second destroyer after trying phazer89's 1 destroyer tip and finding I didn't see any difference other than things feeling slower.

Just start out with a 2nd destroyer, get 2 snipers built to defend your island, and then put everything else into making grunts and ferries. On day 8, build an engineer or two (I tried this a bunch of times and found 2 is safer since sometimes the enemy will pop out a sniper and take one out). Keep your troops to the southern side of the enemy island and it's pretty much a no-brainer to capture the enemy HQ on day 12, last possible for gold.

By having 1 destroyer you'll free up 250 gold for either 1 Sniper, or for Grunts and Ferries, so you could rush the enemy base earlier. The enemy destroyers won't be able to get in range of your ferries before your destroyer kills them. If you're going the Grunt route you can probably save the Snipers for much later. By the time they reach your base it'll probably be a few days. In fact you can probably just train up a few Grunts to deal with them, which frees up even more gold for your attacking force. I finished the level on the 10th day with my method, using Grunts will probably be faster though (maybe 8/9 days).

C.Hannum
04-02-2011, 06:34 AM
I finished the level on the 10th day with my method, using Grunts will probably be faster though (maybe 8/9 days).Not arguing, but without ANY difference in your "score", what difference does it make? Gold is Gold in this game.

That 2nd destroyer., if nothing else, is the difference between several restarts as you figure out how not to lose your 1 destroyer to their 2 with busy work. 2 destroyers + 2 ferries and their navy is 100% shut down by day 3 or 4. And, while you can probably defend your base with grunts cheaper than snipers , much like the destroyer issue, it's considerably more busy work shuffling wounded grunts back to the factory to heal while rotating full strength troops up constantly (although I am now intrigued to try this ;))

I'm a big fan of reliable while minimizing busy work. With my approach, by day 5 you've completely shut down both their navy and their landing forces with nothing more to do other than remembering to fire on any units in range leaving just the invasion of the enemy island to focus on. Your method does net you a bit of extra gold early on which might get things done a couple (maybe even a whole "few" :D) days earlier, but is less direct and "busier". Different strokes as they say.

The big take away, of course, is that this mission is quite doable, you just have to start moving against their island before they spam too many units to overwhelm or even land against.

hbernritter
04-02-2011, 06:45 AM
I just wanred help not start a tactics war :) Anyway, used channums way and got gold with 2 days to spare. I made a wall of 8 grunts and pushed the enemy until a hole opened then rushed an engineer to the capture point.

Rubicon
04-02-2011, 06:54 AM
Not arguing, but without ANY difference in your "score", what difference does it make? Gold is Gold in this game.v1.2 will have a facebook button so you can brag to your friends, and what's more important than that. :)

There's a sense of kudos beating a previous best score. I'll make sure that v1.2 at least draws the previous scores on the campaign map. We should be able to submit that on Monday when Apple approve v1.1 (which they're looking at right now.)

C.Hannum
04-02-2011, 09:01 AM
Just as a follow up, captured the enemy HQ on day 8 by still building my second destroyer BUT only using grunts to defend my island. 5 grunts with rotation of the wounded were enough to shut down the landing parties, which allowed me to defend my island for the cost of 1 sniper, saving me the cost of the second one. That approach let me send out 3 grunts to land on the enemy's island on day 2 (day 1 built destroyer, 4 ferries, and 2 grunts). Still built the engineer on day 5. The only way to speed things up any more is if I risked sending the engineer out on day 4 instead of 5, but I'm skeptical that would work as this pattern *just* cleared the path in time. Any fewer grunts and it may not have worked (particularly if the enemy hadn't decided to surprise me by building a 3rd destroyer instead of the usual ferries)

I guess it's time to move on now, been playing around on mission 6 long enough :)

devensega
04-02-2011, 07:09 PM
Update is here and it's all good, loving my British voice pack "Oh what a magnificent war"

I bloody well love this game.

phazer89
04-02-2011, 09:10 PM
Not arguing, but without ANY difference in your "score", what difference does it make? Gold is Gold in this game.

That 2nd destroyer., if nothing else, is the difference between several restarts as you figure out how not to lose your 1 destroyer to their 2 with busy work. 2 destroyers + 2 ferries and their navy is 100% shut down by day 3 or 4. And, while you can probably defend your base with grunts cheaper than snipers , much like the destroyer issue, it's considerably more busy work shuffling wounded grunts back to the factory to heal while rotating full strength troops up constantly (although I am now intrigued to try this ;))

I'm a big fan of reliable while minimizing busy work. With my approach, by day 5 you've completely shut down both their navy and their landing forces with nothing more to do other than remembering to fire on any units in range leaving just the invasion of the enemy island to focus on. Your method does net you a bit of extra gold early on which might get things done a couple (maybe even a whole "few" :D) days earlier, but is less direct and "busier". Different strokes as they say.

The big take away, of course, is that this mission is quite doable, you just have to start moving against their island before they spam too many units to overwhelm or even land against.

Yeah there's no difference but as mentioned, it's always nice to beat your previous "score". :D

But yeah, it's much easier to use Snipers. Cooler, too. Somehow the Grenadier/Commando/Artillery doesn't provide as much satisfaction killing infantry as the Sniper does. XD

Max_TO
04-02-2011, 09:30 PM
I see the new patch is out , your thoughts on the update ?

Max_TO
04-02-2011, 10:25 PM
Hmmm , I don't see the point to the protect the general stage named " Holiday " ?

All u have to do is pop the general in a skyhook and end your turn , the enemy has no means to shoot aircraft in that senario ....

Perhaps change the airport to a armored vechicle depot instead ?

phazer89
04-02-2011, 10:56 PM
The update adds zoom in/out, which wasn't really a concern for me but I guess if you're playing on an iPad it would help to see more of the battlefield. Those who had the problem with the 5th mission should be able to complete the level now though.

EAOKalle
04-03-2011, 04:20 AM
As previously described this game still freezes on iPad2. Just tried with v1.1. Music and "movement sounds" are still there though. Happens after about 2 rounds on level 4(?).

Please note that this game is soo awesome that i just had to register on this site and nag to hope for a bug correction :rolleyes:

Rubicon
04-03-2011, 06:02 AM
Apologies once again, though v1.1 wasn't aimed at fixing this. Heh, there's no need to nag - this is quite literally causing me sleepless nights already and we're on it like flies on shit.

The central issue here is that iPad 2 isn't as backwards compatible as we'd all expect, else it'd just work. Our device hasn't arrived yet and won't do for a few weeks, so in the mean time we've been scratching around trying stuff out and then sending a build to a couple of testers who kindly volunteered to be guinea pigs.

Reports so far are that we've fixed the thing that makes it so very bad on iPad 2 (v1.2 has that, in with Apple tomorrow), but the iPad 2 generally has some issues with some games. Maybe when shplurg gets here he can give more feedback please? (He's testing our builds for us)

C.Hannum
04-03-2011, 07:10 AM
Hmmm , I don't see the point to the protect the general stage named " Holiday " ?

All u have to do is pop the general in a skyhook and end your turn , the enemy has no means to shoot aircraft in that senario ....

Perhaps change the airport to a armored vechicle depot instead ?That scenario was a bit weird and does need some kind of re-tooling.

When I played it, I kept expecting the enemy to roll out an AA vehicle, which kept me from just popping the general up in a skyhook and hitting end turn a bunch of times, but when the worst thing that ever showed up was an artillery unit on the final day too far away to do anything I realized I could have just taken the path of cheese and won without any effort at all.

The catch is that with the immense amount of spamming in that mission, without using air units (bombers and/or skyhooked snipers), you WILL be overwhelmed and the current balance change to jeep dies in 2 turns, so without the air support the mission isn't balanced either.

This is the first mission I thought was truly broken because there's a completely cheese-tastic way to win without any effort at all, and even the "legit" ways of winning just feel like your exploiting the lack of AA the enemy has. Little real strategic or tactical choices, just lots of exploitation of loopholes.

As an aside to Rubicon: this mission I got numerous stacked enemy units. When a landing boat came in if it couldn't find an empty spot of beach it just dumped its unit on top of another one. So, if you're looking for a place to hunt down the flawed code allowing enemy stacking, there's one situation it should be easier to trackdown.

Rubicon
04-03-2011, 07:45 AM
Way ahead of you :)

You're right of course - that skyhook cheat never occurred to any of us and will be ammended in due course.

The stacked units thing on the beaches was always a low priority fix because it doesn't harm the game and it's better to do that than run away - sometimes there just isn't any room and its a valid tactic to try and block them out.

However, v1.2 has improved the edge cases on this one and it works much better now overall. We've also extended some of the beaches to make blockading them more of a do or die tactic.

If you ignore the skyhook cheat, you'll find its perfectly balanced if you keep experimenting - I can do that mission every time. It's not easy though - you are over halfway through the game by now.

foxmulderino
04-03-2011, 07:51 AM
Hi, Rubicon!
I've finished the standard campaign, now I've purchased the IAP and I'm playing the All out war campaign...here comes the issue: in the third mission (Oil Barons) I've managed to gather 2000 oil, but the mission doesn't end!
Can u help me please? Oh, anyway I love this game...best turn-based game on appstore imho :D

Qordobo
04-03-2011, 08:08 AM
It gets worse. We'd like to do a "deluxe" release in future with all of the IAP stuff available without messing with IAP buttons. We'd knock a buck or two off the aggregate price too.

First thanks to have release the demo at release of the full game, later is often too late apart for blockbusters but those don't really need a demo.

Second thanks to have release the game, I'm totally in love after to have played the first missions of the demo. Not later than past week I was whining on some forums that RTS had killed more casual wargames like Battle Isles unlike Hardcore (and slightly obscure) wargames. But that I still had hope of a comeback of such games particularly because standard RTS seems lost in popularity and seem starting lost the general opinion that it can't be done differently.

Well in fact it seems there's already very few not too old PC games more like Battle Isles was, but have it on my iPad was quite a huge good surprise. Cute, deep, detailed but not too complex, nice map design, clear, and nice interface design, everything here.

Now last point, deluxe version and map packs IAP, I have no knowledge about selling ios games but if you ask me it's a wrong decision. IAP for a nice pack of maps and price keep low is great and all players agree for such IAP. On another way some players will feel frustrated when the deluxe version will be released and will feel a bit cheated. Also such deluxe version is pushing remove motivation to make more map packs. I understand IAP aren't in Apple standard tops and it's wrong but well, it's still IAP that will match best some added map pack and can make fans happy. Keep for a possible "2" a next attempt to lure at Apple tops if that doesn't worked well enough with the "1". Well yep, just my 1 cent.

phazer89
04-03-2011, 08:13 AM
Yeah I think blocking off the beach is more of a strategy than a cheat. Dunno about the Holiday level but for those that I've played (offhand) you'll need to spend a few turns to do so anyway. In my case the AI didn't stack units though, the ferry just showed up and went off without dropping anything.

Edit// Oh ok, didn't read the posts properly. So far I haven't seen a level where the enemy stacks units on its own because there wasn't enough space since they move up their units anyway. Guess it's for that level?

Hi, Rubicon!
I've finished the standard campaign, now I've purchased the IAP and I'm playing the All out war campaign...here comes the issue: in the third mission (Oil Barons) I've managed to gather 2000 oil, but the mission doesn't end!
Can u help me please? Oh, anyway I love this game...best turn-based game on appstore imho :D

According to this post (http://forums.toucharcade.com/showpost.php?p=1664004&postcount=74) it's a typo, you need 3000 oil.

gnadenlos
04-03-2011, 08:41 AM
It gets worse. We'd like to do a "deluxe" release in future with all of the IAP stuff available without messing with IAP buttons. We'd knock a buck or two off the aggregate price too.
Great. I don't like IAP, because it doesn't allow me to backup the full content myself. If something goes wrong with the developer you lose all IAP, if you have to reinstall the game or buy new hardware.

Until this problem is solved I am very careful with buying IAP, especially if the price is higher than $1.

C.Hannum
04-03-2011, 08:45 AM
If you ignore the skyhook cheat, you'll find its perfectly balanced if you keep experimentingI'd debate that. Most efficient is move Generalissimo and his nigh useless grunt bodyguard to the top of the far hill - from there he can usually take out a grunt in one shot and can be kept safe. Build a bomber day 1. Build 2nd bomber day 5. Build 3rd bomber on day 8. Day 10 build a skyhook, move right outside infantry factory. Day 11 build a sniper, move into range of troops approaching Generalissimo, get a kill, pick up in skyhook. Day 12 drop sniper on top of hill near Generalissimo, win scenario.

Technically, yes, there's no out and out balance issue, but there's very little player choice involved either, it's very much a connect the dots mission because no other strategies are anywhere close to as effective or safe. Since I like to experiment, I've tried skyhooking snipers, walls of grunts, etc., and all *might* work if you're so inclined to risk an enemy sniper getting to the Generalissimo, but all are crap shoots next to 3 bombers and a skyhooked sniper, which is fall off a log easy.

You all but have to build at least one bomber because other than the recon tanks, everything is infantry until the very last turns, so bazookas will just get slaughtered and never be where you want them anyhow, so you might as well build the maximum you can since they're equally effective against infantry. Plus, there's just the whole issue of attrition. With the enemy getting 9 free units every turn by the end, you simply cannot hold without exploiting their inability to target units in the air. It's simply a matter of realizing that the although the enemy hugely outnumbers and outpowers you, they never get AA so just use that and go through the motions.

A more balanced scenario would have some AA with the enemy and more money for you so you can actually use more than cheese tactics.


The stacked units thing on the beaches was always a low priority fix because it doesn't harm the game and it's better to do that than run away - sometimes there just isn't any room and its a valid tactic to try and block them out.
Well, observed another instance of stacking occurring that might point out the rest of the stacking issue: saw two units that started in adjacent hexes move into the same hex simultaneously. I'm guessing your code makes a list of eligible hexes to move into prior to the movement phase but doesn't make the check for eligibility at the actual move function. Should be relatively easy to correct if that's the case.

foxmulderino
04-03-2011, 08:47 AM
According to this post (http://forums.toucharcade.com/showpost.php?p=1664004&postcount=74) it's a typo, you need 3000 oil.

phazer 89, thank you very much!! :D
Now I can continue the campaign. Thanks again

Qordobo
04-03-2011, 08:49 AM
Great. I don't like IAP, because it doesn't allow me to backup the full content myself. If something goes wrong with the developer you lose all IAP, if you have to reinstall the game or buy new hardware.

Until this problem is solved I am very careful with buying IAP, especially if the price is higher than $1.

Perhaps but then don't release any IAP at all, it makes no sense to release some IAP and sometime after, release a new version of the game including all those IAP. I know it's a standard through game of the year editions but it's doubtful anyway.

Rubicon
04-03-2011, 09:16 AM
Well I have some good news for you then I guess. Our content is unlocked, not downloaded - it's already there even when you haven't bought it.

We did talk for about 20 seconds on this subject and we all came to the same conclusion you did. Actually downlable content is bad for everybody.

C.Hannum
04-03-2011, 09:28 AM
Regarding a "deluxe" version: the only way this won't bite you in the butt is if you wait long enough. Many of those who have bought the IAP piecemeal will carp and moan that others can now get a full version for less than they paid, and even if there isn't a discount, they will wail and gnash at the utterly irrational mindset that they might possibly care about losing $5 worth of IAP years from now when they won't, in all probability, have touched the game for the vast majority of that entire time*.

It's a losing battle to try and split the difference. Either go whole hog like you have with plenty of optional IAP, or don't do IAP in the first place. Otherwise you'll trap yourself in a PR/business nightmare: having to slash the price of the deluxe version so much that the IAP purchasers that funded you along the way won't feel quite so betrayed or figuring out some way to upgrade the IAP version to the "full" deluxe version.

* I have kept a couple of boxes of old PC, Nintendo, Playstation, and even Mac (although I hadn't owned a functioning Mac for over a decade and they wouldn't run on a current Mac if I did get another one) games sitting around in my house "just in case". In more than two decades of holding onto these relics of fun times gone past, I can count on one hand (even if it were a hand that held onto one too many M80s ;)) the number of times I've actually gone and installed these dinosaur games and played for more 10 minutes. With one or two exceptions over all that time, I inevitably discover that super awesome gem in my memory is now a dated, archaic game that is painful to play next to more recent affairs that have incorporated so many improvements.

I say stick with what you have done, preferably upgrading everyone to a single universal app at some point as there is very little reason to be so concerned about file sizes and splitting out the SD/HD versions. The opinions regarding IAP that are so prevalent on forums do not reflect the majority of the average players (just look at how many "junk" freemium games dominate the top grossing charts - these aren't even IAP purchases you can get back, it's just "throwing money away" :D).

I bought the full HD version and already grabbed the map pack and 3 voice packs. I'll grab any other map packs so long as you continue to tweak and support the game. And, if you do something as simple as offer the choice of random voice packs in the settings, I'll probably even spend the money on unlocking the remaining voice packs just because the game is fun and a good value no matter how warped some of the posters on here are regarding value. If you go under and I lose the ability to unlock them on another device down the road, so what? I've already gotten my money's worth and having just come back from vacation, I spent more on custom colored M&Ms inside Disney than your game has cost me so far.

Rubicon
04-03-2011, 10:57 AM
That's some good feedback, thanks. Taken on board.

The idea of a deluxe version was never about making more money, but of delivering an "everything" version for people who fundamentally don't like IAP at all for whatever reason.

It'll probably fall by the wayside now anyway, as the big thing we're taking from our customers is "give me even more content". Methinks we should just get on with doing that.

Expect more campaign packs in not too distant future, and we'll try and make them a bit fatter now we're going over 20Mb anyway.

devensega
04-03-2011, 12:54 PM
Talking of more content, does the engine have any constraints on map size? It would be great if you could do some truly epic maps, with full fleets, air forces, beach assaults and all the rest.
I know it would take an age to play each map but I think the truly dedicated would like it, maps that take hours to play are what we are all about :-)

Rubicon
04-03-2011, 01:23 PM
There is a fixed limit but its pretty big and could be made bigger still easier enough. The main problem is AI thinking time if you have biblical numbers of units and massive wide open spaces.

However:

We're considering an expansion that is pass-to-play multiplayer in both 1v1 and cooperative vs the AI formats. Obviously the 1v1 version doesn't need waiting time for the AI so could go fairly big. That's one for play testing though - I like the idea too, but it might just not work.

We'll probably add bluetooth and/or WAN networking once that all works, but we want to get the gamplay right first, both from our point of view and by taking the pulse of the players in pass and play.

C.Hannum
04-03-2011, 03:36 PM
The idea of a deluxe version was never about making more money, but of delivering an "everything" version for people who fundamentally don't like IAP at all for whatever reason.

It'll probably fall by the wayside now anyway, as the big thing we're taking from our customers is "give me even more content". Methinks we should just get on with doing that.Bingo. You already have a pretty niche game (albeit a niche that's been very successful for Nintendo so hopefully it will do very well as it deserves to be successful), so chasing highly resistant niches of niches is probably a losing proposition.

IAP is one of those things that gets a vocal minority posting and complaining about it at length, yet it's close half of the top 100 grossing games that are "free" games with optional IAP (and sometimes it's not even all that optional). People are willing to spend considerably more than $0.99 on games, they're just not necessarily willing to pay a lot up front just to see what they think about the game.

There will always be those who rant on a forum or post a bad review because you had the nerve to deliver a quality game they can't download waiting in traffic or has modular content (i.e. IAP), but focus on what the majority are doing. You've cracked the top 100 for top grossing games on the charts. While I don't have your sales figures, I'd guess that's because a lot of us out there are willing to toss a couple of extra bucks your way to expand a game we found a good game and value at the initial price.

----------

Now, I'll be honest, the $0.99 *per* voice pack is a bit on the steep side considering that's it's, what, half a dozen short catch phrases, but it's also clearly the most optional of optional IAP. I did snatch up 3 because I wanted to support the game, but I'd have snatched up all of them if there'd been a bit more value inherent to the unlock (maybe a different skin texture + voice pack, wink, wink, wink ;))

Still, overall, I think you did IAP right. The core game you get for $3 is a complete game and well worth the price. None of the IAP effects the core game in any substantive way. You're not missing out on anything by not buying it in my opinion (and I'm 2 missions away from finishing the core material). You spend your $3 and then only if you really liked what you already played are you asked to spend extra, it reminds me of the way The Creeps! did its IAP (and I eventually wound up buying all of those).

--------

The only big misstep is the Grenadier. I'm still trying to figure out what the deal with the grenadier was. I even waited with my longish review on Google docs so I would be able to copy/paste it and offer a proper review when I got the pop up on my touch, but I never received the unit.

It seems a bad idea. Many will understandably chafe at the arm twisting to get them to review the game, and the fact that it doesn't seem to be working even post patch is bound to net you some crappy reviews.

Rubicon
04-03-2011, 03:55 PM
Thanks again for that.

Regarding the grenadier, I think it worked very nicely tbh, certainly got us a lot of instant reviews and almost all of them were 5* which outweighed the couple who one-starred it for this reason. The humiliating part was overwriting the unlock when loading a game for the first time. You'll see your grenadiers in v1.2 but I appreciate it's a bit late to help for some! :S (Some things you just can't test in a dev environment and with Apple's one-two week lag that makes it too late to test in production.)

C.Hannum
04-04-2011, 09:25 AM
@Rubicon: OK, just finished the final core mission scenario, getting gold on the last possible day my first play through. Again, great little game, definitely got my money's worth these past days. I'll probably put it aside for 1.2 before tackling the "All Out War" pack just so I'll have the grenadier for something new to play with, but we'll see how well I resist :)

Now that I'm done with the core game, here's my questions:

1. Is the daisy chaining of jeeps (the vehicles formerly known as APCs) intentional? About half way through the missions I realized that since embarking/disembarking is free, you can build infantry convoys of jeeps placed every other hex and move infantry from your factory to anywhere on the map you've built such a convoy to and still have their full movement range available. This was key to getting gold on many maps. If it is intentional, how about allowing "instant" movement to anywhere immediately adjacent to a jeep in the convoy chain. That was a lot of embarking/disembarking on the final mission to move units all the way from my single infantry barracks to the front line. If it's not intentional, whoops, just revealed my secret ;)

2. Does the AI understand destroying "gates". On the final mission I rushed forces to defend those central oil rigs and rest camps only to see the AI park tanks guys directly right outside the gate and never firing on it even though they were perfectly capable of destroying the gate and attacking my guys. Unless the AI is capable of destroying the gate on their side, that's a big advantage to a human who can take their time setting up a better force while plinking off enemies trapped on the other side of the gate. Now, IF the AI were also building units capable of firing over the wall, that would be less of an issue, but their unit choices (primarily engineers and recon tanks) made it seem the AI was evaluating its tasks as if the gate weren't there. The fact that they didn't attack the gate for more direct access to my troops gave me a few days breathing room + plus the fact they were so gung ho on sending wave after wave of engineers burned up gold that could have been used on more offensive forces.

3. The engineer priority of the AI could seemingly stand to be tweaked. Playing through the game it looks like that if there's something an engineer can capture anywhere there's possibly a path to, the AI will build an engineer to send after it without any corresponding strategy to actually get to the resource. Sure, it's annoying like buzzing flies since one has to set up a decent enough defensive wall to avoid losing production facilities and oil rigs to the swarm of enemy engineers but it's also not very threatening. Couple of jeeps and snipers/artillery in the right places and the engineers are shut down - but the AI keeps on wasting money on building more instead of trying to destroy your engineer stopping defenses first.

4. OK, that last mission, what's the deal with the poorly guarded airport on the island? Unless that second naval factory could build ferries, since they are conspicuously missing from the one near to your base, you can't reach it, but by the time you can capture the second naval factory near the enemy HQ, you should have already won. Is the lack of ferries a bug, or did you decide it was too easy with the airport at some late point in testing but never got around retooling the map? It seems odd the way it is now.

C.Hannum
04-04-2011, 09:37 AM
One more commentary on the AI: One of the kludges I noticed is that certain units are placed in particular spots they don't move from (e.g. the AA on the scenario where you had to take their HQ high on a hill or the snipers on the final scenario). You give the AI a big advantage in troop strength but then tie a hand behind their back. It's a design decision to be sure, but a bit of a weak point as well for a strategy game. In most of these scenarios, IF the AI actually rushed you or moved these units, sure, you'd get slaughtered. However, since they don't move, it makes them into paper tigers - once you realize these units don't move, it's a matter of taking them out like roadblocks or just avoiding them altogether. Not sure if there is anything to be done since I don't know just good your AI really is since the core missions don't really give the enemy that much freedom, but wanted to comment on it.

And, now, a fairly big bug I just found: Now that I finished all the core missions, I'm only allowed to select the very first mission, everything else is locked to me (still showing my gold trophies, but I can't select the other missions).

phazer89
04-04-2011, 09:47 AM
1. Is the daisy chaining of jeeps (the vehicles formerly known as APCs) intentional? About half way through the missions I realized that since embarking/disembarking is free, you can build infantry convoys of jeeps placed every other hex and move infantry from your factory to anywhere on the map you've built such a convoy to and still have their full movement range available. This was key to getting gold on many maps. If it is intentional, how about allowing "instant" movement to anywhere immediately adjacent to a jeep in the convoy chain. That was a lot of embarking/disembarking on the final mission to move units all the way from my single infantry barracks to the front line. If it's not intentional, whoops, just revealed my secret ;)


It's probably intentional so you can move infantry out as and when you wanted to. I've also used this to maximize the movement range. I don't think they expected people to build a whole chain of APCs just to do this though. XD

So far I haven't used it much after the patch so I don't know how much weaker the Jeep is, if it can be taken out easily then it might not be as viable. Then again all you need is 1 Engineer and maybe a Sniper to win.

C.Hannum
04-04-2011, 09:57 AM
So far I haven't used it much after the patch so I don't know how much weaker the Jeep is, if it can be taken out easily then it might not be as viable. Then again all you need is 1 Engineer and maybe a Sniper to win.The jeep goes down in 2 hits now is the only difference so you can't leave it sitting around near the enemy or creating cheap walls.

Rubicon
04-04-2011, 09:59 AM
Not sure what's wrong with having fixed men to avoid tbh. The army calls them sentries.

1) We never envisaged anyone could be so devious :) Their price of jeeps has gone up now, so this'll be a mighty achievement in future.

2) It certainly should, though it looks like something went wrong there. Addressing now for v1.2
The bug you found is also fixed in v1.2 and is linked to the problem with the last map.

steviebwoy
04-04-2011, 10:18 AM
haha, of course we'd be that devious! I was using the APC in exactly the same way during the beta, as I knew it had ridiculous armour! Just glad I've completed the Generalissimo mission already now! :D

C.Hannum
04-04-2011, 10:39 AM
Not sure what's wrong with having fixed men to avoid tbh.Nothing *wrong*, like I said, it's a design decision, but it's still a bit of a kludge because of the paper tiger factor. It's there, it's scary in its way, it slows you down, but it doesn't actually threaten you.

I guess the one map where my point shows it is arguably an issue is the "take the hill" mission with skyhooked troops and the enemy has all that AA. Those AA units are fixed, so their threat is purely fixed. At that point, it's purely a matter of the player flying up to the edge of their range, stopping, then dropping bazooka troops right next to it the following turn and blowing it up (followed by picking them up again so they're invulnerable). It takes what would have been a terrifying threat if they moved into a set of single turn speed bumps because you know exactly where they are and where they're going to be.

It's not wrong, it's just not that challenging from a strategy gamer p.o.v. is all.


1) We never envisaged anyone could be so devious :) Their price of jeeps has gone up now, so this'll be a mighty achievement in future.DOH! Knew I shouldn't have said anything ;)

Any ETA on 1.2? sounds like a lot of niggling little issues get fixed so I think I will wait on that.

pornojoe
04-04-2011, 10:53 AM
I think some of these comments are a bit overly critical, as this is a new release of one of the most complex games on the appstore. You can't expect months of testing and a rock solid first release and still expect to buy it for the price of a big mac.

the devs seem to address problems as soon as they see them and that works for me. very happy customer and i hope they bring us more.

Joe

Rubicon
04-04-2011, 11:04 AM
Any ETA on 1.2? sounds like a lot of niggling little issues get fixed so I think I will wait on that.We're having a final test tonight and all tomrorow and then uploading it tomorrow evening.

C.Hannum
04-04-2011, 11:53 AM
I think some of these comments are a bit overly critical... You can't expect months of testing and a rock solid first release and still expect to buy it for the price of a big mac.This is more than a bit self-contradictory. If you can't expect the amount of time and tweaking that goes into a top shelf tier $50 PC strategy game (which I didn't see anyone doing) then how exactly is the game supposed to be improved upon if people aren't supposed to offer honest feedback on the "Big Mac" tier product?

In particular, I think addressing AI weaknesses is a very important point. The longevity of this product is going to depend upon the entertainment provided by the AI because there's only so many one trick maps you can reasonably expect to get away with before people will call shenanigans.

For example, there's the one mission in the core game where you are informed at the beginning that your only access to the island is a heavily guarded beach. Now, if you take that advice at face value, you will never get gold. The deceptive wording is the bit about it being your only access to the island. There are a few other beaches, one of them being immediately behind their HQ, they just don't provide a way to leave the beach, which, of course, isn't an issue when you can capture the HQ that way without any way for the enemy to stop you since the AI ignores this vulnerability. There is no challenge to getting gold beyond realizing that and then just sending a ferry out with an engineer.

Having a single map like that in the game is one thing, where winning within the time allotted is about not taking the first obvious approach and out-fighting the enemy, but it's also not challenging. However, it wasn't the only map like that. There's more than a few scenarios where the concept is better than the execution (e.g. the no oil rigs and the previously discussed holiday defense map). Both of these are trivial to complete and don't offer the player much choice in how to do them "right".

It's just feedback from a pleased customer who loves getting direct access to devs. Rubicon can handle the game how they want and I will be more than happy to buy more map packs as it is a "great little war game", but it has some weaker points if it wants to be more than a glorified puzzle game with light to medium strategy elements.

Rubicon
04-04-2011, 12:03 PM
I must admit you don't sound much like a happy customer to me either ;)

We're taking on board your comments along with everyone elses, but one thing I think people don't understand generally is how long its takes to get something out. Even ignoring the work of actually making the tweak/fix/whatever.

For a classic example, we nailed the iPad 2 issue six days ago. During those six days we've suffered some negative reviews and customer complaints and doubtless lost sales. We had to wait on Apple to clear the latest update which just happened, so now we're uploading v1.2 tomorrow which has that fix in it. So that's another probably five to ten days before anyone else gets to see it, assuming Apple pass it.

This is not an excuse for anything, but an explanation that we're going as fast as we can, but its not just down to us.

C.Hannum
04-04-2011, 12:24 PM
I must admit you don't sound much like a happy customer to me either ;)What I am is an honest happy customer, take it for whatever it's worth.

Played through the core game, bought the map pack, 3 voice packs, got my money's worth and had a good time, posted a 5 star review (and I don't post many of those).

Doesn't make the game perfect, and I'm just offering feedback at what I see as the biggest opportunities for improvement of an otherwise good and fun game.

The time issue is fully understood, and the game wouldn't have gotten 5 stars from me if I honestly thought any of the existing bugs or issues were due to genuine sloppiness or rushing to meet arbitrary deadlines.

----

Looking forward to 1.2 and tackling the All Out War map pack :)

Rubicon
04-04-2011, 01:59 PM
What I am is an honest happy customer, take it for whatever it's worth.I think we're misunderstanding each other - there was a smiley on my comment.

Your insight and opinion is valuable to us and we take all feedback seriously, good or bad. What I can't do though is get into one on one dialogue with everyone on each forum I visit, as then I'll have no time to consider the requests and actually implement them.

I stated elsewhere that I read and consider every comment made, and base future decisions on what I'm picking up, so nobody ever gets ignored.

However, if you want to really help you could perhaps hook up with me privately and we can go over some ideas for future updates in greater depth?

C.Hannum
04-04-2011, 03:36 PM
I think we're misunderstanding each other - there was a smiley on my comment.No, I understood, my humor and delivery can be a bit dry online. Those people who are constantly happy happy joy joy often take me for some sort of bitter curmudgeon, which couldn't be farther from the truth. Was just responding, because, well, it seemed like something to respond to :D


However, if you want to really help you could perhaps hook up with me privately and we can go over some ideas for future updates in greater depth?Absolutely, will send a PM shortly with contact information.

Rubicon
04-04-2011, 04:11 PM
No, I understood, my humor and delivery can be a bit dry online. Those people who are constantly happy happy joy joy often take me for some sort of bitter curmudgeon, which couldn't be farther from the truth. Was just responding, because, well, it seemed like something to respond to :DHmmm. That actually reminds me of someone I know. Oh yeah, me! :)

DrBoomBoom
04-05-2011, 05:08 AM
Out of curiosity, has anyone else finished the core missions yet? What are your favourite levels so far? I like the defence ones but it would be great to hear what other Wargamers think :)

Rubicon
04-05-2011, 07:41 AM
From the release notes:


ENHANCEMENTS:

* "Undo last move" button.
* Click enemies to show their attack range.
* Units darken after firing.
* Brighter map/unit colours.
* Facebook button to allow bragging rights when completing missions.


TWEAKS:

* Sped gameplay up generally.
* Improved "InstaMove" speed.
* Gameplay balancing on some missions.
* Jeeps more expensive.
* Improved AI behaviour.


FUTURE UPDATE PLANS:

* Addition of skirmish mode vs AI.
* "Pass and Play" multiplayer.
* Additional campaign pack.
* Responding to feedback from v1.2.


BUG FIXES:

* Fixed iPad 2 freezing issue.
* Fixed occasional crash on longer games.
* Can now replay missions correctly after finishing campaign.
* Grenadiers!
* There is now a ferry on the final mission, useage is still optional.

devensega
04-05-2011, 08:35 AM
From the release notes:


ENHANCEMENTS:

* "Undo last move" button.
* Click enemies to show their attack range.
* Units darken after firing.
* Brighter map/unit colours.
* Facebook button to allow bragging rights when completing
* Improved "InstaMove" speed.
* Gameplay balancing on some missions.
* Jeeps more expensive.
* Improved AI behaviour.

These enhancements will make this game essential for anybody wanting a good TBS. The unit range will make it far easier to manoeuvre, especially with air units vs anti-air armour.

Thanks chaps.

SteveVenezia
04-05-2011, 09:03 AM
These enhancements will make this game essential for anybody wanting a good TBS. The unit range will make it far easier to manoeuvre, especially with air units vs anti-air armour.

Thanks chaps.

Not to mention sniper dodging!

phazer89
04-05-2011, 10:18 AM
Awesome stuff, looking forward to the new additions! :D

admo
04-05-2011, 08:22 PM
Wait, is is just the firing range from the current position? Or are we going to see all the spots that can be attacked, taking into account the enemies range plus movement? I'm thinking how it was done in Advance Wars, simply seeing every tile that is threatened by the enemy.

foxmulderino
04-05-2011, 08:36 PM
awesome game, but lots of CRASHES and LAG for me...iphone 3gs...it can't be accetable...do something please!

Rubicon
04-06-2011, 02:13 AM
We are doing something - v1.2 is solid.

SteveVenezia
04-06-2011, 04:47 AM
Wait, is is just the firing range from the current position? Or are we going to see all the spots that can be attacked, taking into account the enemies range plus movement? I'm thinking how it was done in Advance Wars, simply seeing every tile that is threatened by the enemy.

It's their firing range from their current position. It adds an awful lot to the game. If it had to show you every possibility, the screen would fill with a nonsensical mess of multi-coloured circles.

C.Hannum
04-06-2011, 06:14 AM
If it had to show you every possibility, the screen would fill with a nonsensical mess of multi-coloured circles.Nonsense, Advance Wars and Fire Emblem were doing this nearly two decades ago on machines with a fraction of the pixels, memory, and processing power. Select unit(s), green highlight = movement + attack, red highlight = just attack.

Simple, complete, and, not that you will agree, 100% necessary if the game is to be taken seriously by strategy gamers. The feature has been standard on games of this nature for many, many years as it's key to making planning into something non-tedious. Yes, the player can memorize the movement and firing range of every unit type (and will eventually) and do all this in their head, but it turns the game into busy work. Or, the player can say, OK, I really need to get this engineer past that sniper, is there a safe path, touch the sniper in question and see, a-ha, that row of hexes on the edge of the board will be safe the next turn.

If it's just going to show firing range without movement, who cares? The player still has to do 100% of the actual movement and firing range determination in his head. It would have been more practical just to have an in-game info about the unit showing movement and firing range as pure numbers if it doesn't include movement.

SteveVenezia
04-06-2011, 08:00 AM
Nonsense, Advance Wars and Fire Emblem were doing this nearly two decades ago on machines with a fraction of the pixels, memory, and processing power. Select unit(s), green highlight = movement + attack, red highlight = just attack.

Simple, complete, and, not that you will agree, 100% necessary if the game is to be taken seriously by strategy gamers. The feature has been standard on games of this nature for many, many years as it's key to making planning into something non-tedious. Yes, the player can memorize the movement and firing range of every unit type (and will eventually) and do all this in their head, but it turns the game into busy work. Or, the player can say, OK, I really need to get this engineer past that sniper, is there a safe path, touch the sniper in question and see, a-ha, that row of hexes on the edge of the board will be safe the next turn.

If it's just going to show firing range without movement, who cares? The player still has to do 100% of the actual movement and firing range determination in his head. It would have been more practical just to have an in-game info about the unit showing movement and firing range as pure numbers if it doesn't include movement.

You know what, actually you're right :) that is much more useful. While it won't make the next version (it's already been submitted), this is now being planned for the version after that. So you will be able to see all the 'danger circles' without having to do any pesky maths ;)

RangerRob
04-06-2011, 08:55 AM
Loving this game, even with iPad 2 issues. I am looking forward to the 1.2 update to continue playing!

foxmulderino
04-06-2011, 11:53 AM
We are doing something - v1.2 is solid.

ookk...thank you a lot! I'll wait for the update then :D

jackavalonpaul
04-06-2011, 12:41 PM
I love to play battle games if they are on iphone then it really good in graphics and with great sound quality extends the fun of gaming all the gamers will love this i am sure.

SteveVenezia
04-06-2011, 04:56 PM
Hey guys,

Moving forwards, as we'd like to make another campaign pack, it would be great to hear what your favourite and least-favourite levels are. Do you like the defence missions? The escort ones? The HQ ones? Do you favour land, sea or air?

Help shape the next campaign pack by lettings us know what you like and what you don't like :)

zilog
04-07-2011, 03:45 AM
You know what, actually you're right :) that is much more useful. While it won't make the next version (it's already been submitted), this is now being planned for the version after that. So you will be able to see all the 'danger circles' without having to do any pesky maths ;)
Great news. This will really add to the tactical feel of the game.

Hey guys,

Moving forwards, as we'd like to make another campaign pack, it would be great to hear what your favourite and least-favourite levels are. Do you like the defence missions? The escort ones? The HQ ones? Do you favour land, sea or air?

Help shape the next campaign pack by lettings us know what you like and what you don't like :)
The variety of the missions is one of my favourite things about this game so I would say: All of them!!

devensega
04-07-2011, 08:37 PM
Campaign packs? I like the assault ones best, any where you attack a beach or position.

I think they are best (for me) as they force you to use combined arms. If vulnerable troops have to stay in transports for more than a turn it would also mean the player using all of there navel options too.

Do D-Day or Monte Cassino in your own stye and I will be a happy chappy.

phazer89
04-08-2011, 12:16 AM
I quite like the assault mission with 1 Commando and 2 Grunts, it offers a nice change of pace (like the Tosh/Nova mission in StarCraft II). Only problem was that it was too easy, I just Rambo-ed my way to the end point with my Commando. XD

But yeah, as mentioned by others, the variety of all the missions are great so I don't really have a single mission I really like... Yet (I'm still playing :X).

admo
04-08-2011, 07:51 AM
Just need to say again, I am loving this game. Can't wait for 1.2, so I can at least see firing ranges. Lost a sniper to a commando thinking I was a safe distance away, but wasn't.

Also, a proposed AI change, if you are even taking those. In the mission A Brunch Too Far, where you escort the generalissimo to the safe zone, where you are given a large amount of $$ at the beginning. I had 1 cruiser taking out enemy ground forces, two destroyers protecting that, and 1 aegis (can't remember if I started with that or built that).

For one thing, the enemy had destroyers all over the place, but sent only one at a time at me. If they sent more, I would have had to build more to counter it. And for the entire mission, the AI spammed Apaches. Not sure why, as there are no air vehicles for them to attack. They should have spammed destroyers to try and get my cruiser which was picking infantry off one by one.

Another Q: I downloaded the Lite SD version (I have a 3GS), and upgraded it via inapp purchase. I'll probably buy the map pack when I finish the core game, and I may buy some speech apps. If I ever get an iPad or iPhone 5 and decided to get the HD version of the game, are map packs and speech packs tied to version I bought?

Rubicon
04-08-2011, 08:03 AM
They are tied to the version, unfortunatley. The HD version does run on a 3GS phone though, so that would be the cheapest option.

admo
04-08-2011, 01:26 PM
Thanks, that is what I thought. I'll stick with the SD version for now, and the map pack will be a definate buy!

Anyone: On the mission "Holiday", how is that one *supposed* to be played? Since helicopters last 20 days in the air, and the general just needs to survive for 12, I simply put him in a Sky Hook and let the enemy swarm the island. As funds allowed, I just built bombers to take out the odd infantry and tank. This wasn't necessary, as the general was safe in the sky hook, but I did it just for fun to wait out the clock. At the end, I had the general in a skyhook, and 4 bombers hovering over the center of the island, and like 30 enemy grunts and snipers. I am sure this wasn't the intended solution to this map.

Marcus70
04-08-2011, 01:40 PM
Its interesting to see the number of reviews to get an idea of which version people are buying:

US app store

36 reviews - SD version
931 reviews - HD version

:)

steviebwoy
04-08-2011, 05:58 PM
Woah, those are good numbers too. 931 for the HD version, great stuff :)

@Rubicon - are the sales as good as you'd hoped?

SteveVenezia
04-09-2011, 04:21 AM
Thanks, that is what I thought. I'll stick with the SD version for now, and the map pack will be a definate buy!

Anyone: On the mission "Holiday", how is that one *supposed* to be played? Since helicopters last 20 days in the air, and the general just needs to survive for 12, I simply put him in a Sky Hook and let the enemy swarm the island. As funds allowed, I just built bombers to take out the odd infantry and tank. This wasn't necessary, as the general was safe in the sky hook, but I did it just for fun to wait out the clock. At the end, I had the general in a skyhook, and 4 bombers hovering over the center of the island, and like 30 enemy grunts and snipers. I am sure this wasn't the intended solution to this map.

Oops! Skyhooks were not meant to be in defence missions for that very reason. Thanks for pointing this out - it's been removed for the next version.

The way I play that mission (without skyhooks ;)) is keeping at least 1 sniper on each beach, with one 'roaming' in the middle to support as needed. Then I spam grunts as cannon fodder; it helps to get at least 1 promoted so he can insta-kill enemy troops.

Glad to hear the missions are generally enjoyed all-round :) F-Day (the 6th mission I think) was meant to be our take on D-Day but we might do a more epic one for the next pack.

Regarding sales figures... I can't speak for the rest of the team but I'm certainly thrilled. Personally it's just a relief to see people enjoying something we put a lot of effort into :) and it's spurring us on to make more content and improve the game as best we can.

Some exciting news on the down-low... several new levels may or may not have been created for a mode that may or may not include multiple people ;) more info coming soon...

admo
04-09-2011, 12:12 PM
Glad to help out with the Holiday mission! Although this will make it a lot harder. I'll have to replay it and see how I do.

Also looking forward to what may or may not be done with other people!

nuker1110
04-09-2011, 04:10 PM
Created my account to ask one question... HOW THE F**K DO I BEAT ICE FORT????? I've gotten down to 1 day, and then lost... and my main strategy will be rendered freaking expensive, as I will not be able to make 3-thick jeep walls... I would make 2 arties, an MLRS, and a supply truck to dominate a corner, and hole up there...

SteveVenezia
04-09-2011, 06:59 PM
Created my account to ask one question... HOW THE F**K DO I BEAT ICE FORT????? I've gotten down to 1 day, and then lost... and my main strategy will be rendered freaking expensive, as I will not be able to make 3-thick jeep walls... I would make 2 arties, an MLRS, and a supply truck to dominate a corner, and hole up there...

Tricky one isn't it!

You can replace your 'Jeep wall' with a Grunt wall for a start, good ol' cannon fodder. Get at least 1 artillery and 1 MLRS and keep them in the center so they can take out the priority targets. You should also have at least 2 snipers by the end of your 2nd turn, and work towards getting a Grunt or 2 promoted asap.

Don't be afraid to lose units; it sounds cliche but you have to make them hold the line at all costs. Your Generalissimo should be fine right in the middle, don't move him into a corner because then you're giving ground to the enemy.

If you're still having trouble I'll post a video walkthrough :)