View Full Version : UNIWAR Feature Requests
beeonrope
04-14-2009, 08:40 PM
Since the UNIWAR forums (http://wwwtest.uniwar.com/forum.jsp) are not online yet, let's use this space to collect feature request enhancements for the developer.
beeonrope
04-14-2009, 08:41 PM
The game browser for existing online games (Join a game) is unusable. There are 103 screens of games nearly all of which are just 1v1 games started by bots. Want to find a 4 player human match? Good luck!
I would like fewer bot games, or a way to filter them out. There should also be filters by number of players, player slots left, perhaps even map.
STP_Tim
04-14-2009, 08:41 PM
Alright... enough UniWar threads. This is the fourth one today...
Just post ideas in one of the other threads.
FilthyCanadian
04-14-2009, 08:42 PM
Since the UNIWAR forums (http://wwwtest.uniwar.com/forum.jsp) are not online yet, let's use this space to collect feature request enhancements for the developer.
You were pushing it with the last one, stop now.
DAV!DiOT
04-14-2009, 08:44 PM
difficulty levels, movement and other animations, and a map editor :D
It certainly could happen if this suddenly jumps to #1 overnight like idracula did.
beeonrope
04-14-2009, 08:46 PM
You were pushing it with the last one, stop now.
I'm sorry, I don't understand the problem. As a developer I find it useful if potential enhancements are documented. I suppose we could load it all in one of the other UNIWAR threads, but why? I don't understand your gripe.
FilthyCanadian
04-14-2009, 08:47 PM
I'm sorry, I don't understand the problem. As a developer I find it useful if potential enhancements are documented. I suppose we could load it all in one of the other UNIWAR threads, but why? I don't understand your gripe.
There's 4 uniwar threads guy, two by you. That's my gripe.
STP_Tim
04-14-2009, 08:48 PM
I'm sorry, I don't understand the problem. As a developer I find it useful if potential enhancements are documented. I suppose we could load it all in one of the other UNIWAR threads, but why? I don't understand your gripe.
It's much more convenient to have all or most of the discussion in one thread. It also helps keep the forums clean. Long story short, it is pissing off members.
beeonrope
04-14-2009, 08:49 PM
The system where you can rotate through your active games is great, but I would like to disable a game from appearing in the rotation. For example, I may not want to make a move in it for a while, but continue to play other games.
ibelongintheforums
04-14-2009, 08:49 PM
or you could post in the social group?
beeonrope
04-14-2009, 08:51 PM
It's much more convenient to have all or most of the discussion in one thread. It also helps keep the forums clean. Long story short, it is pissing off members.
I see. I disagree that having different topics in one thread (just because they involve the same game) is a good idea (note that many other games have separate threads for strategy, multiplayer matchups, etc) - but who am I to say what people like. If it is wrong they it can all be merged back into one of the existing threads.
STP_Tim
04-14-2009, 08:52 PM
I see. I disagree that having different topics in one thread (just because they involve the same game) is a good idea (note that many other games have separate threads for strategy, multiplayer matchups, etc) - but who am I to say what people like. If it is wrong they it can all be merged back into one of the existing threads.
This thread is already part of the main UniWar thread. Then, there is an online match-up thread (now a social group for that purpose) and a bug thread, which isn't even necessary. This draws the line when it comes to threads.
Let it die.
VeganTnT
04-14-2009, 08:54 PM
There's 4 uniwar threads guy, two by you. That's my gripe.
Having different threads for the same game is not an issue.
Each one is categorized by the topic and it's clearly stated that the threads are being made because the Uniwar forum is not up yet.
As the biggest source of Iphone gamers and with all of us buying/playing the game. It only makes sense that we get our input in. That's why these forums were made!
Beeonrope hasn't done anything wrong
STP_Tim
04-14-2009, 08:57 PM
Don't post multiple threads on the same topic
http://forums.toucharcade.com/announcement.php?f=2
worldcup1100
04-14-2009, 09:01 PM
If you want to help the dev don't make him find 10 threads on his game. He only needs one good thread. (That sounds like a webmd commercial)
VeganTnT
04-14-2009, 09:02 PM
Don't post multiple threads on the same topic
http://forums.toucharcade.com/announcement.php?f=2
TOPIC being the keyword
One is about Bugs, the other is Feature Requests.
They are on the same game but are very different topics.
Do you honestly think there should be only one thread on every game?
Every update, bug, feature request, and sale all lumped together in one massive thread that NO ONE will ever take the time to read fully?
beeonrope
04-14-2009, 09:03 PM
http://forums.toucharcade.com/announcement.php?f=2
I guess we disagree about whether it is the same topic. To me, a long list of UNIWAR usernames is a very different topic than UNIWAR strategy, or a list of bugs. The main reason I broke it out is so that the issues can be tracked without 100 intervening posts of other garbage, and so they can be cleanly moved to a more appropriate place when such a place becomes available.
I'm worried that having 15 bug-related posts in a 300 post mega-thread won't make it easy for the issues to be identified, discussed, and ultimately fixed.
Should some moderator find this thread in violation of the rules, of course it can be merged back into one giant thread - in that case, so be it.
Rocketman919
04-14-2009, 09:04 PM
TOPIC being the keyword
One is about Bugs, the other is Feature Requests.
They are on the same game but are very different topics.
Do you honestly think there should be only one thread on every game?
Every update, bug, feature request, and sale all lumped together in one massive thread that NO ONE will ever take the time to read fully?
I have to side with you here. This thread isnt just a general discussion thread, It has a certain purpose.
STP_Tim
04-14-2009, 09:04 PM
Feature requests are going on in another thread for UniWar. Please get with the program before you make this a problem.
beeonrope
04-14-2009, 09:10 PM
I would like to see the replay of the opponent's last turn consistently. As it is now, you only see it if you have that game "open and live" when it becomes your turn. Otherwise, you are left guessing what happened.
It would also be nice to be able to "replay the replay", in case there was a lot of action going on.
Update: As sosita points out, this feature is already available:
Yes there's a way. Go to the Pause menu/game options/View Replay, you have to make this before to make any move when you get your turn
indyraider4
04-14-2009, 09:16 PM
some gestures. such as two finger swipe to end turn.
themendoz
04-14-2009, 09:26 PM
Graphically, I do not like to see both enemies attacking at the same time. Let one start and a fraction of a second later the other one can follow.
VeganTnT
04-14-2009, 09:26 PM
Feature requests are going on in another thread for UniWar. Please get with the program before you make this a problem.
But it's not a dedicated thread. You would have to read EVERY SINGLE POST to find the feature requests. Which is exactly what we don't want.
I'm not sure what you mean by "get with the program before you make this a problem" but seeing as how YOU disrupted the thread, and how your argument was rendered mute... perhaps you aren't the one to be telling people to get with anything. Just my opinion though.
Now to get back on point.
I'd love to have a confirm button added to controlling units. With the all touch controls I somtimes end up tapping my unit (which is the stay command) instead of tapping the enemy unit right next to it. That means I completely wasted a chance to attack and have given the enemy a huge opening.
Maybe a unit chart available through the info screen. Just a basic chart with colors for "effective" "ineffective" and "normal damage" would be really beneficial.
beeonrope
04-15-2009, 11:58 AM
Often mention elsewhere: The ability to lock the orientation of the unit, both to allow fixing the view regardless of iPhone orientation (some like to play laying or their side, or in outer space), and to save battery life.
I would like the ability to click on an opposing unit and see his radius of movement for the next turn.
Mythbuster
04-15-2009, 12:13 PM
Selectable AI Level: Easy, Normal, Hard, Insane!
SpaceManKabump
04-15-2009, 12:37 PM
Don't post multiple threads on the same topic
http://forums.toucharcade.com/announcement.php?f=2
Uh oh, another self-appointed forum "moderator"! The key there being the same TOPIC. This is NOT the same topic as the other threads. Same game yes, different topic. I fail to see the problem.
It's much more convenient to have all or most of the discussion in one thread. It also helps keep the forums clean. Long story short, it is pissing off members.
Umm, no. Not at all. The main thread has 25+ pages, and is a general topic thread. Kind of hard to read through the whole thing when its jumping around from topic to topic. This is a specific thread, as stated by the OP because the Uniwar forum is up yet, which makes it easier to find feature requests for the game without having to sift through 25+ pages where 80% of the posts dont relate to what you need. I really dont see the problem. You two need to lighten up, I don't see any sort of moderator tag next to you name, so until I see something from them I fail to see an issue. Seriously, you contribute NOTHING to this forum by doing this aside from making yourself look like a self-righteous rule monger. Sorry to further derail this thread, just had to get my thoughts out there, and yes I realize they dont matter.
Now to keep this on topic. Some good ideas have already been mentioned, but first and foremost in my mind is an ability to SEARCH for multiplayer games based on various credentials, IE player name, map, turn limit, etc etc.
Hodapp
04-15-2009, 12:41 PM
Sweet! Back seat moderators own. ;)
They really really need to refine the alert system. I love the way multiplayer works now I just wish the email notification worked differently. I currently have 247 emails from noreply@uniwar.com alerting me of game invites or turns. If I'm playing a game over a day or two with a couple friends I don't need up to the second alerts for when it's my turn. Throttling and sending them every X minutes would be so much nicer.
I'm scared that with the prolific amount of email they're sending that the uniwar.com email servers are going to end up on all kind of spam black lists even though they are legit emails.
edit: Although I suppose refinements for the email system might be a waste of development time since it won't matter when the notification service gets released.
sosita
04-15-2009, 01:49 PM
You can see the replay by going to pause menu/game options/view replay,
you have to make this before make any move when your turn start, otherwise you'll lose this option until your next turn
sosita
04-15-2009, 01:51 PM
I would like to see the replay of the opponent's last turn consistently. As it is now, you only see it if you have that game "open and live" when it becomes your turn. Otherwise, you are left guessing what happened.
It would also be nice to be able to "replay the replay", in case there was a lot of action going on.
You can see the replay by going to pause menu/game options/view replay,
you have to make this before make any move when your turn start, otherwise you'll lose this option until your next turn
davagorn
04-15-2009, 01:58 PM
I'd like to be able to view unit stat/strengths from inside a game...I know you can view your own, but I'm pretty sure you can't see the stats of the units you're attacking.
And I'd second the earlier suggestion for a basic chart showing unit effectiveness against other units. Perhaps on the developer's website if not in the game itself.
Lastly, a way of sorting the online games is desperately needed. Way too many pages of games without any options to filter.
Overall, these are easily addressable issues in a deep, cheep, and fun game.
dashzed
04-15-2009, 02:00 PM
one thing that i hate is how sometimes you end up getting paired with the same person over and over again when you hit random game. And also I wish that you could cancel the random game if you wanted to.
beeonrope
04-15-2009, 07:26 PM
one thing that i hate is how sometimes you end up getting paired with the same person over and over again when you hit random game. And also I wish that you could cancel the random game if you wanted to.
I've noticed the same thing. You can cancel any game - just choose the surrender option in the menu (Game Options->Surrender) - you won't lose any points for ranked game unless it is past the third round.
beeonrope
04-15-2009, 07:28 PM
You can see the replay by going to pause menu/game options/view replay,
you have to make this before make any move when your turn start, otherwise you'll lose this option until your next turn
Ah great - I really missed that option! I'll update my post to include that solution.
MrMiller
04-15-2009, 07:28 PM
there needs to be a way to filter out games by turn time limit
i only really want to play 10 minute games, and theres no way to find them except by looking at every game.
ithork
04-15-2009, 07:31 PM
I just found one... when you get a call while playing the campaign... when the game returns after you hang up, it goes back to the main menu and you have to step through the menu tree to get back to your game.. not a big deal but it would be nice to be automated like a lot of other games do...
roostersully
04-15-2009, 09:35 PM
I think there should be a way to search for games.
BOWB4ZOD
04-15-2009, 10:50 PM
the units should aim at each other and fire. the animations are quite lame....
ThRaShEr
04-15-2009, 10:55 PM
A adjustable turn limit would be nice...love the long play but a 5 minute or less turn limit would be awesome for quik play.
Ravenblack
04-15-2009, 11:03 PM
1. Adjustable ai difficulty
2. I want to be able to listen to my ipod music when playing this game.
s0mah
04-15-2009, 11:12 PM
Has anyone mentioned being able to adjust game/race options once a game has been joined, but before it has been started?
Also, I wish that the utility troops had more utility. As is, they are just crummy paper/rock/scissor units with little to no value.
ps!
Swap the repair command with a defensive dig in. Units heal too little, too slowly, for repair to be viable anywhere outside of a health hex. I'd gladly take a +1-2 Defup and like a -1-2 Attkdwn in exchange.
Benegesserit
04-15-2009, 11:21 PM
Bases should heal your units like in AW
Haephestos
04-15-2009, 11:31 PM
I think that this game's online system needs a total revamp!
They should consider using something similar to Open Feint, as that has all of the essential features in an online game.
Also, a map editor would be sweet!
Peter321
04-16-2009, 01:44 AM
the units should aim at each other and fire. the animations are quite lame....
I second that - it annoys me when they fire in a completely different direction (where there may even be another enemy) but it's still the correct (selected) enemy that gets hit - they really should be firing where you tell them too - otherwise the animations have no use.
UniWarOfficialDeveloper
04-16-2009, 02:37 AM
The game browser for existing online games (Join a game) is unusable. There are 103 screens of games nearly all of which are just 1v1 games started by bots. Want to find a 4 player human match? Good luck!
I would like fewer bot games, or a way to filter them out. There should also be filters by number of players, player slots left, perhaps even map.
The joinable games are filtered by players, then bots. As you go through the list, the games shown at the beginning are all user-created until you see a bot game. The rest will be bot games. Also, with each group the games are sorted by closest rank.
Hope this helps reduce the amount of searching for user-created games.
The Game Reaper
04-16-2009, 02:48 AM
I'd love to see a search button and less than ten minutes per turn.
And when someone doesn't do their turn in the allotted time frame, instead of waiting for the game starter to kick the person out you should just be able to go onto the next turn straight away.
UniWarOfficialDeveloper
04-16-2009, 02:53 AM
I'd love to see a search button and less than ten minutes per turn.
And when someone doesn't do their turn in the allotted time frame, instead of waiting for the game starter to kick the person out you should just be able to go onto the next turn straight away.
Anyone in the game is allowed to kick the idle player when the time runs out, not just the person who created the game.
jupiter21
04-16-2009, 05:02 AM
a map maker would be awesome. and chat in games before they have started, and an improved chat in games that your playing, maybe with a notification when somebody has said something.
a map maker would be awesome. and chat in games before they have started, and an improved chat in games that your playing, maybe with a notification when somebody has said something.
Yea a map editor would be awesome so we can play our own custom maps!!
walsh06
04-16-2009, 05:12 AM
id love a map maker that would be so cool. i think the online is grand. its easy to get games.
the one thing i dont like is the invite system. i was forced into a load of games and now my record sucks cos of it. the same guy invited me 4 times and he was class so i lost them all. i turned off the invite thing now but does that mean i wont be invited into any games or will i be asked whether i want to play or not??
id love a map maker that would be so cool. i think the online is grand. its easy to get games.
the one thing i dont like is the invite system. i was forced into a load of games and now my record sucks cos of it. the same guy invited me 4 times and he was class so i lost them all. i turned off the invite thing now but does that mean i wont be invited into any games or will i be asked whether i want to play or not??
Yeah, there should be a way to view the game info, and then confirm that you actually want to play the game you were invited to.
And instead of making surrender for the first three turns, it should show an "Abandon game" button that's only available to use for the first few turns, and the surrender button always actually meaning you decide to give in and take a loss.
Chat notification would be nice too, like a little number showing up above the chat button, to show someone sent a message.
One final thing, I'd want to be able to listen to my own music while playing, I don't always like the somewhat klinky-sounding music that goes with the game... Some nice big band stuff would be good for my concentration :D
Mythbuster
04-16-2009, 05:50 AM
Yeah, there should be a way to view the game info, and then confirm that you actually want to play the game you were invited to.
And instead of making surrender for the first three turns, it should show an "Abandon game" button that's only available to use for the first few turns, and the surrender button always actually meaning you decide to give in and take a loss.
Chat notification would be nice too, like a little number showing up above the chat button, to show someone sent a message.
The first two points are very good!
armaankhan
04-16-2009, 06:00 AM
I would like to have access to the online multiplayer maps in singleplayer games.
Mythbuster
04-16-2009, 06:09 AM
I would like to have access to the online multiplayer maps in singleplayer games.
Yes! I cannot understand, why they cut that! :(
Oliver
04-16-2009, 06:26 AM
The game info has to display the map. It now only shows the map name.
icepulse
04-16-2009, 06:59 AM
Someone may have referenced this already, so forgive me for not reading every post.
The biggest oversight to the multiplayer is that, because we have a "play-by-email" type of turn system, it's crucial to see the opposing players last turn, via a replay, when you open up the game to begin your turn. I'm not even sure, sometimes, whether or not I lost a unit!
The first two points are very good!
Horray :D
Hopefully they'll be put in ._. I'm tired of being dragged into games I don't want to play.
I also think there should be some way of having a fairly real-time game, but I dunno how that would work.
anonymous
04-16-2009, 07:33 AM
I know how to play but tutorial
Hodapp
04-16-2009, 07:51 AM
I know how to play but tutorial
:confused:
davagorn
04-16-2009, 11:38 AM
Someone may have referenced this already, so forgive me for not reading every post.
The biggest oversight to the multiplayer is that, because we have a "play-by-email" type of turn system, it's crucial to see the opposing players last turn, via a replay, when you open up the game to begin your turn. I'm not even sure, sometimes, whether or not I lost a unit!
You can do this if through the menu before you begin your turn...after that you're out of luck. For an important feature, it's a bit hidden. :)
icepulse
04-16-2009, 11:58 AM
You can do this if through the menu before you begin your turn...after that you're out of luck. For an important feature, it's a bit hidden.
Thanks for that.
;)
beeonrope
04-16-2009, 03:59 PM
Also, I wish that the utility troops had more utility. As is, they are just crummy paper/rock/scissor units with little to no value.
Swap the repair command with a defensive dig in. Units heal too little, too slowly, for repair to be viable anywhere outside of a health hex. I'd gladly take a +1-2 Defup and like a -1-2 Attkdwn in exchange.
Try the triple healing utility unit - getting 3 or 6 (for units that normally heal 2) health per turn is nothing to sneeze at - on an expensive unit, this can be a base or two worth of free production.
ibelongintheforums
04-16-2009, 04:27 PM
oh, it is number 48 in USA i think. so where is the price raise?
http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewTop?id=25204&popId=30
Hodapp
04-16-2009, 04:32 PM
oh, it is number 48 in USA i think. so where is the price raise?
http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewTop?id=25204&popId=30
I hope they hold the price hike up for as long as possible. It's really cool being able to recommend this game to everyone I know, even people who aren't really that in to turn based strategy game because it's a dollar and who cares about flipping out a dollar for a good game.
Also, it's in their best interest to seed the online community with as many people as possible. If they jack the price up to $5, and sales start to taper, it might result in fewer online games which isn't good for anyone.
beeonrope
04-16-2009, 04:38 PM
The joinable games are filtered by players, then bots. As you go through the list, the games shown at the beginning are all user-created until you see a bot game. The rest will be bot games. Also, with each group the games are sorted by closest rank.
Hope this helps reduce the amount of searching for user-created games.
Yes, I noticed the day after I posted that user-created games have been bumped to the top - much better!
Of course, more powerful filters as mentioned elsewhere (or even just more information on the summary screen) would be great as well, but I understand that will take longer.
beeonrope
04-16-2009, 04:43 PM
I'd love to see a search button and less than ten minutes per turn.
And when someone doesn't do their turn in the allotted time frame, instead of waiting for the game starter to kick the person out you should just be able to go onto the next turn straight away.
Anyone in the game is allowed to kick the idle player when the time runs out, not just the person who created the game.
I completely agree with the Game Reaper. Having the game bypass the slow player (it would be just as if they ended their turn w/o moving) is much better - it really sucks if take 11 minutes on a 10 minute timer after playing 50 rounds into an intense ranked match and the other player kicks you just so they can win.
I'd suggest that the player just missed the chance to move up until some limit - say 10x the game timer, at which point they can be kicked. Otherwise kicking will be used frequently to win games without completing them.
Jelaludo
04-16-2009, 09:32 PM
I'd like to see more stats in the War Report
- break down of the units
- monetary value of what has been destroyed
maybe something like this
Own units :
Marines : 2
Helicopters : 3
Maurauder : 1
Ennemy units in sight :
Mecha : 5
Eclipse : 3
Walker : 1
maybe with the icons...
otherwise GREAT IDEA by beeonrope about changing KICK OUT to SKIP TURN.
sometimes you are obviously winning and you can get kicked out by a weasel.
if you just skip your turn, no big deal, you still make money from your bases and your units repair themselves.
Aurora
04-16-2009, 09:40 PM
- Bigger maps
- Objects on maps that you can use
- Battle animations
UniWarOfficialDeveloper
04-16-2009, 10:09 PM
I completely agree with the Game Reaper. Having the game bypass the slow player (it would be just as if they ended their turn w/o moving) is much better - it really sucks if take 11 minutes on a 10 minute timer after playing 50 rounds into an intense ranked match and the other player kicks you just so they can win.
I'd suggest that the player just missed the chance to move up until some limit - say 10x the game timer, at which point they can be kicked. Otherwise kicking will be used frequently to win games without completing them.
I see your point, but the issue with "kicking" would apply to "skipping". It may not be fair to "skip" a person because they took 10 minutes and 1 second to complete their turn, especially if the game is intense and there are a lot of units to move. In UniWar, skipping a turn could become a major advantage for the opponent.
Keep in mind that just because you set a 3-day time limit does not mean players have to take the alloted time. As long as you have an understanding with the other players, games should play quickly.
blk04a4
04-16-2009, 10:10 PM
this game is so fun! i love the multiplayer, hopefully other games will follow suit
Jelaludo
04-16-2009, 11:23 PM
I see your point, but the issue with "kicking" would apply to "skipping". It may not be fair to "skip" a person because they took 10 minutes and 1 second to complete their turn, especially if the game is intense and there are a lot of units to move. In UniWar, skipping a turn could become a major advantage for the opponent.
Keep in mind that just because you set a 3-day time limit does not mean players have to take the alloted time. As long as you have an understanding with the other players, games should play quickly.
Thanks for adressing this issue, but, other things being equal, losing a turn will always be less... "definitive" than losing the game.
If it is not "fair" to skip a turn, it is not "fair" to kick somebody out, is it?
Indeed a guy forcing you to skip a turn can lead to early defeat, and that's fine.
Replacing "kick out" with "skip turn" would prevent one very annoying tactic : Player A is losing... stalls the game.. and waits for Player B to get over limit to kick him out.
basically it would still give huge penalty for the "offending" player who went offer the agreed time, without enabling a stupid loophole.
on another note, I mistakenly REMOVED PLAYER when I tried to hit START GAME, because the buttons were so close to each other :(
sosita
04-17-2009, 10:29 PM
Someone may have referenced this already, so forgive me for not reading every post.
The biggest oversight to the multiplayer is that, because we have a "play-by-email" type of turn system, it's crucial to see the opposing players last turn, via a replay, when you open up the game to begin your turn. I'm not even sure, sometimes, whether or not I lost a unit!
you can do that on Pause menu/Game Options/View replay you have to do it before make any move
smartguy911
04-17-2009, 10:50 PM
Add a difficulty option. I have been playing this one game for over 2 hours straight (Playing as I type this). The computer is simply too hard.
Aurora
04-17-2009, 11:40 PM
I think the battle animation request was turned down because it slows down gameplay. I would like to request some form of battle animation to be added in the singleplayer mode, so it wouldn't slow down gameplay that much, and the option to turn animation off. Adds some visual flair to the game.
beeonrope
04-18-2009, 07:47 PM
I see your point, but the issue with "kicking" would apply to "skipping". It may not be fair to "skip" a person because they took 10 minutes and 1 second to complete their turn, especially if the game is intense and there are a lot of units to move. In UniWar, skipping a turn could become a major advantage for the opponent.
Keep in mind that just because you set a 3-day time limit does not mean players have to take the alloted time. As long as you have an understanding with the other players, games should play quickly.
I agree, but skipping is far less of a penalty than kicking. With kicking, you absolutely lose the game, but with skipping, it is unlikely that the tables will turn significantly (if someone was well on the way to winning, they still will be) - as you still heal and collect money.
For sure it is a disadvantage, but it is better than being kicked from a game you have been playing for weeks (for example - the game hasn't even been out for week yet :) ).
Edit: Jelaludo makes the same points a few posts back, I posted this before reading that.
radim
04-18-2009, 07:49 PM
I think the battle animation request was turned down because it slows down gameplay. I would like to request some form of battle animation to be added in the singleplayer mode, so it wouldn't slow down gameplay that much, and the option to turn animation off. Adds some visual flair to the game.
I could have sworn I saw animations when playing the single-player campaign, tapping the screen skipped them, and there was already an option to turn animations off in the settings (it was the only option there, actually)... Am I crazy?
beeonrope
04-18-2009, 07:51 PM
I could have sworn I saw animations when playing the single-player campaign, tapping the screen skipped them, and there was already an option to turn animations off in the settings (it was the only option there, actually)... Am I crazy?
Yes, but the animations are "on the field", rather than a separate cutscene, which I think what people are asking for (like Advance Wars).
Personally, I'm absolutely fine with brief "in place" animation. The game is more about strategy than seeing the same animations over and over.
yacoub
04-18-2009, 08:19 PM
There's 4 uniwar threads guy, two by you. That's my gripe.
OH NOES NOT TWO THREADS!! :rolleyes: Most apps have a couple threads.
Go gripe at the two people who started the other two threads since they're not the developer of the app.
ta11on
04-18-2009, 08:30 PM
The keyboard thing is a definite issue.
I also think that another game mode should be added where all the players should be present at the same time to play a full quick game that doesn't take a month to finish. The game is fun, but after making only 1 move every 3 days, the match gets old really fast. I'd rather sit down and play a full game. I wouldn't mind if this was restricted to 1vs1 either.
RebelXT
04-18-2009, 08:50 PM
The keyboard thing is a definite issue.
I also think that another game mode should be added where all the players should be present at the same time to play a full quick game that doesn't take a month to finish. The game is fun, but after making only 1 move every 3 days, the match gets old really fast. I'd rather sit down and play a full game. I wouldn't mind if this was restricted to 1vs1 either.
YES! I completely agree there should be near real-time mode. The easiest way would be to add 2 or 3-minute turn time limit to the game. Instant games are so much fun.
iFonePhanatic
04-18-2009, 09:19 PM
Hey guys I was just wondering if UniWar has full online play or is it just local Wi-Fi? Thanks
Aurora
04-18-2009, 09:23 PM
Another major issue is the general lag of the gameplay. When it is the enemy's turn, the game lags tons; it will freeze every other second when the enemy unit moves.
MrMiller
04-18-2009, 10:32 PM
oh come on,
"takes 10 minutes and 1 second to do their turn, especially if it is a really intense battle!"
ive never taken more than I'd say 1 minute on any turn even on the biggest maps like naval battle or w.e its called, most turns take closer to 20 seconds I'd say
IMO bring in 1 minute turns or 2 minutes or something, and also make 10 minutes the default, not 3 days, because it seems like most people make 3 day turn limits unknowingly
romulus
04-19-2009, 08:02 AM
Is there some way you could keep the unit animations going when the CPU is taking its turn? The lagginess is really frustrating but I don't think it would be such a problem if it didn't feel like the game had hung. I don't mind waiting for moves but when everything freezes it gets annoying. And, yeah, having said I don't mind waiting, some of the waits on later levels have been stupid long... As in, go and find something else to do long. Totally understandable with turn-based online games, but against CPU? Not really.
Also had some frustrating moves where the confirm box blocked the hex I needed, regardless of orientation...
Aurora
04-19-2009, 11:52 AM
The lag issue seems to be getting worse as the levels progress. I'm near the end of campaign mode and the CPU is taking like... TWO MINUTES to make their move EVERY turn. The lag is horrendous as the the amount of time frozen is greater than the amount of time the units are animated during the enemy's turn. I'll post a video some time if the developers are not sure what I mean, and what the above poster means. Seriously this is not like chess AI that require heavy calculations! Why does it take so long... but still please take care of the lag issue, this is really killing the enjoyability of the game. Other than these two issues and the fact it does not have a traveling animation or battle animations, I think this game is perfect.
robertf224
04-19-2009, 12:01 PM
I like having the animation of your guy actually moving, like in advance wars. Uniwar could use that
farnsworthiness
04-19-2009, 03:06 PM
I would like to see transport units. This would open up a new layer of battles where you could have an island hopping campaign...
beeonrope
04-19-2009, 03:35 PM
The lag issue seems to be getting worse as the levels progress. I'm near the end of campaign mode and the CPU is taking like... TWO MINUTES to make their move EVERY turn. The lag is horrendous as the the amount of time frozen is greater than the amount of time the units are animated during the enemy's turn. I'll post a video some time if the developers are not sure what I mean, and what the above poster means. Seriously this is not like chess AI that require heavy calculations! Why does it take so long... but still please take care of the lag issue, this is really killing the enjoyability of the game. Other than these two issues and the fact it does not have a traveling animation or battle animations, I think this game is perfect.
Please posts these issues in the "UNIWAR Bugs" thread.
That said, how is this not like Chess AI that requires heavy calculations? In fact, I'd propose that it is exactly what it is like. Building a decent AI will require looking deeply into many possible moves, and on the later maps with many units and hexes, this will be lengthy. The tradeoff would be a stupider AI.
beeonrope
04-19-2009, 03:57 PM
One issue is that in a 4+ player game, it is highly probable that at least one player gets kicked (because there is a greater chance of someone being slow, and there are more possible kickers as well - it only takes one).
Unfortunately, when a player is kicked, it often totally imbalances the game since one player may now easily scoop up the undefended bases (because of his placement next to the kicked player). This increases the odds that players will game the system by kicking players who started next to them.
What I'd like to see is the replacement of kicked players with Bot players - this would go a long way to making a 4+ player game feasible. At is it, I haven't succeeding playing past the 3rd round in even one!
UniWarOfficialDeveloper
04-21-2009, 05:19 AM
One issue is that in a 4+ player game, it is highly probable that at least one player gets kicked (because there is a greater chance of someone being slow, and there are more possible kickers as well - it only takes one).
Unfortunately, when a player is kicked, it often totally imbalances the game since one player may now easily scoop up the undefended bases (because of his placement next to the kicked player). This increases the odds that players will game the system by kicking players who started next to them.
What I'd like to see is the replacement of kicked players with Bot players - this would go a long way to making a 4+ player game feasible. At is it, I haven't succeeding playing past the 3rd round in even one!
Interesting idea. We will look into it.
We hope with our website players will be able to communicate to each other and set up large games that will play through to the end. It would be interesting to hear "war stories" from players that were involved in a 4-8 player game or in a team match.
Those comments should be posted in the "Uniwar is OUT" thread.
lowtek
04-21-2009, 05:51 AM
There is a simple feature I would like added :
If a players time limit runs out, their turn is skipped, and switched to the other player. If the time limit runs out again, it switches back, and so forth until a predetermined number of swaps is reached, at which point the match is declared a draw automatically.
The Kick option could be left there as well, so that when a turn is missed, the other player can either use his new turn, or choose to Kick.
lowtek
04-21-2009, 05:53 AM
Additionally, if it is possible, some new units for the existing races, and maybe a new race or two as well! I know I'm not really asking for much here ;)
just more single player games would make me happy
or a random skirmish mode
beeonrope
04-21-2009, 09:19 AM
There is a simple feature I would like added :
If a players time limit runs out, their turn is skipped, and switched to the other player. If the time limit runs out again, it switches back, and so forth until a predetermined number of swaps is reached, at which point the match is declared a draw automatically.
The Kick option could be left there as well, so that when a turn is missed, the other player can either use his new turn, or choose to Kick.
Yeah, that makes a lot of sense. I was just going to add:
I would like an game option that makes "skipping a turn" the default action for running out of your time limit (it could occur even without action by the other player), and kicking only become an option if the player is inactive for 3 days.
As it is, often players will *force* you to kick them - for example, they will start a 10 minute match, then disappear after 5 rounds. You wait an hour, nothing. At this point, you pretty much have to kick them, since otherwise if you go to sleep, then can return, play a turn, wait 10 minutes then kick you. So to protect your rating, you are forced to kick players (even though I would prefer to play out the match).
Another option would be to have the AI play your turn (rather than just skipping it) - although in games between low-level players this could actually be an advantage (if the AI is better than you are).
friendlytoaster
04-21-2009, 07:05 PM
I like having the animation of your guy actually moving, like in advance wars. Uniwar could use that
I second this, also I would like to see a few other features from advance wars:
-There should be a benefit to attacking first. I seem to end up even too often.
-Visibility should be decreased in trees/mountains. It is pretty hard to actually hide units.
Jelaludo
04-21-2009, 08:39 PM
Maps :
- In "Play Vs" mode I can't use all the 2 players maps ("Clash" for example)
- "Setup New Game" : there are 53 maps to scroll through... There could be an option to browse according to the number of players 2,3,4,5,6,8
- when joining a game, a thumbnail of the map would be useful
Balance issue :
Map "Green Isle".
Is it me or it's unfair that blue can use his initial 2 units to gang up on one of red's units on round 1 ?
after that Red starts with one 10hp unit
and blue has 2 (albeit slightly damaged) units left.
perhaps they compensate by giving red extra money?
not sure how that works
florbastang
04-21-2009, 09:03 PM
1. Music - The only music in the game is in the menus. Music during the gameplay would be great as well (particularly as a distraction when waiting for players to make their moves).
2. Sound effects - The quality of the sound effects is fine, but they are far too sparse. Please add in more (e.g., sound effects for movement, etc.).
3. Hex grid - Allow it as an option to be toggled on/off or only have it pop up when moving units.
4. Online chat - Allow chat to occur in the little blue box rather than pulling you out of the game to that white screen. Also, now there seems to be a bug that prevents you from scrolling to see the latest posts. Finally, it seems that when you close the app, you lose the string of posts in a chat. It'd be nice if it was permanent/persistent regardless of whether or not you close the app.
5. Team Chat - Please, please, please, PLEASE add a team chat feature. Planning strategies teammates is nearly impossible when everyone can view the messages. A way to toggle team chat and global chat would just be awesome.
6. AI difficulty - Add in difficulty levels for the AI, for both online (but don't allow ranking with easy difficulties) and offline games.
7. More players in offline modes - Being able to have more than 2 players in both hotseat multiplayer and skirmish mode (against bots) would be great.
8. Hotseat online - Allow a combination of hotseat and online play. For example, 2 human players share one iPhone/Touch against 2 other human players who share an iPhone/Touch.
And of course, these longshot features would be nice too (but not at all necessary):
1. Map editor - Any plans for a map editor and ability to share maps? That would just be the tops.
2. More units - More units would be a welcome addition sometime down the road, but the current lineup of units is sufficient for the time being. Transport units would be awesome (naval, air, and land)!
3. More special abilities - More special abilities would be useful too, particularly so that each race has at least one special ability for use against each of the other races.
Synozeer
04-22-2009, 12:10 AM
When browsing and joining online games, you shouldn't be able to see what faction your opponent picked. That gives you (the joiner, not the game starter) an advantage, as you can always pick the faction that has an advantage over the one they are playing. The opponent's faction should remain hidden/unknown until you start the game.
beeonrope
04-22-2009, 12:14 AM
I would like the ability to see the list of friends or available players when creating a new game, rather than being required to type in a textual name.
beeonrope
04-22-2009, 12:16 AM
When browsing and joining online games, you shouldn't be able to see what faction your opponent picked. That gives you (the joiner, not the game starter) an advantage, as you can always pick the faction that has an advantage over the one they are playing. The opponent's faction should remain hidden/unknown until you start the game.
Yeah, in a related request - the starting positions should be randomized - people can pick their colors, sure - but the starter shouldn't always be the first to move, etc - this leads to unbalanced matches, especially on small maps.
_jnc_
04-22-2009, 04:39 AM
Definitely needed (no new thoughts though):
- Background music, preferrably your own
- Map editor
- Map preview for online games
- Transport units are a great idea! Any other unit addition would be difficult as it is hard to keep the balance, which at this time I think is quite well.
- I also agree that it is hard to hide units, maybe a shorter range of view for all units would be good as on small maps you always see all of it. Being hit by units you can't see is hard to take but part of the fun!
Personally I don't feel the need for elaborated battle animations. I remember the game "Battle Isle" and I also remember that the animations annoyed me after very short time. I prefer to stay on the standard map, but that's just me.
Looking forward to the update!
Harejordan
04-22-2009, 11:21 AM
1. When a person creates a game, they have the ability to lock out any race they want? Yes, yes I know, just don't join the game, but still, all races should be available at all times.
2. Hide faction choices, so people can't counterpick.
3. Change the rock-paper-scissors style so each race has a strength and weakness against both other races. i.e. Titans can somehow mind control a Sapien.
4. Maybe a couple more campaign maps, but not really necessary.
lowtek
04-22-2009, 12:33 PM
1. When a person creates a game, they have the ability to lock out any race they want? Yes, yes I know, just don't join the game, but still, all races should be available at all times.
2. Hide faction choices, so people can't counterpick.
3. Change the rock-paper-scissors style so each race has a strength and weakness against both other races. i.e. Titans can somehow mind control a Sapien.
4. Maybe a couple more campaign maps, but not really necessary.
I completely disagree with 1, 2 & 3. When you set up a game you should have complete control over everything including selectable races. You can easily see what choices you have before joining a match so there is no problem. As for the rock, paper sicissors thing, it works fine in this game. What you are asking for is a redesign of the entire game.
Jesse Arcadia
04-22-2009, 12:52 PM
Faster.
UniWarOfficialDeveloper
04-23-2009, 05:29 AM
Hello Everyone!
First of all, we want to thank all of you for your continuing feedback to improve UniWar. We have been keeping track of your thoughts and ideas and will be adding many of them in future updates.
An update was already submitted and should become available soon. Meanwhile, we will be working towards adding more features for the next update, many of which you (the players) have asked for.
If you have other suggestions, you can send them to our support email or post them here.
The UniWar Team
andersomel
04-23-2009, 07:13 AM
I would like to have access to the online multiplayer maps in singleplayer games.
Under "Play Online" and Setup game you can set the other players as Bot aka computer!
Kosikutioner
04-23-2009, 07:33 AM
Hey cool... the dev! I didn't read through all 11 pages (sorry, its really long...) but the one thing I really would like to see is the computer turns go faster... even hitting that skip button (I'm still in campaign, dunno if it is there in other modes) doesn't really seem to speed it up a ton. Its kind of annoying and has caused me to put the game away on occasion because of slow, well stopped, pace after my turn is done.
Hello Everyone!
First of all, we want to thank all of you for your continuing feedback to improve UniWar. We have been keeping track of your thoughts and ideas and will be adding many of them in future updates.
An update was already submitted and should become available soon. Meanwhile, we will be working towards adding more features for the next update, many of which you (the players) have asked for.
If you have other suggestions, you can send them to our support email or post them here.
The UniWar Team
What exactly is going to happen in the update?
*curious*
ithork
04-23-2009, 11:52 AM
Hey cool... the dev! I didn't read through all 11 pages (sorry, its really long...) but the one thing I really would like to see is the computer turns go faster... even hitting that skip button (I'm still in campaign, dunno if it is there in other modes) doesn't really seem to speed it up a ton. Its kind of annoying and has caused me to put the game away on occasion because of slow, well stopped, pace after my turn is done.
I agree, I'm on Mission 9 and the computer is taking at least 2-3 minutes to take its turn, even on fast-forward. I've stopped playing as a result. I remember reading that this game was ported from Java, I suspect they still have some hand-optimization to do. Hopefully that gets into the next release.
NYCrooner
04-23-2009, 12:02 PM
I agree on the computers speed. It's very painful and sucks when ur trying to squeeze in a quick game on the train. I've stopped playing the campaign as a result and I'm on level 10. Really disappointing because I'm really digging this game.
Also, PLEASE PLEASE PLEASE let me listen to my tunes during gameplay. It's a feature every game should have but only some do. Those that do tend to get the most of my time.
Aurora
04-23-2009, 12:09 PM
The game is not smooth in general for singleplayer. When the map is large there is lots of lag even when it's the player's turn, and often the game will not respond to taps. I wonder if the developers tested these issues on iPhone before release, because it certainly seems to be major bugs.
Synozeer
04-23-2009, 12:29 PM
I think there should be more strictness with the ranked games against the computer. It's too easy to set up games that favor you. Ranked games against the computer should follow certain guidelines. For example:
No teams turned off (computer can choose any team)
Fog of war ON
Random starting player
And as for regular games, I still feel the faction shouldn't be shown to the other player until after both are chosen, to prevent an unfair advantage of choosing teams beforehand. And I think random starting player works good here too.
Jelaludo
04-23-2009, 07:12 PM
Ranking :
- User stats : show how many people he has kicked/removed, perhaps as a percentage of games played (# of removals / # games played against humans) if I see 0,1% I'd be fine, if I see 20% and the guy only plays 10min games, I'd start to worry.
I think some people already abuse the system by doing the following :
1) Set up a 6 or 8 player game set at 10min pace.
2) just be prepared to stand by your iphone all day long, and remove people ruthlessly as son as they go over the limit
3) profit
- no rated games vs computer (AI is too predictible on most maps, guaranteed win)
some already mentioned that I support too
-starting position : make them random. Players agree on a map and respective races, then the starting points are allocated.
-team chat (send message to 1) everybody or 2) my team only )
Jelaludo
04-23-2009, 07:17 PM
talking about stats, this is perhaps a bit much, but there used to extensive stats available online for ranked Warcraft 3 players
It was interesting before playing someone to quickly check what their favorite map was, how many times they won with what race etc.
how about a set of extensive game stats, but not necessarily on the iPhone itself, but on a website?
inogard
05-01-2009, 10:09 AM
Sorry for reviving a week old thread...but I'm just now realizing this "rock paper scissors" people refer to in Uniwar.
I've really be enjoying this game, I love the strategy aspect of it and I recently started playing some games online with a friend. However, as we're playing our games I've noticed the rock paper scissors issue...and I don't understand how it's balanced
So if I'm the Humans playing against the Khraleans: My engineer only gives me extra healing...but their scorpian thing can 1)Take over my small troops, 2)Poison all my units near it, AND 3)Help his team heal.
Is this right? How is that balanced...
I know some of you will say "Pick a different race" but if I start the game I've chosen before I know what the other player takes. AND there will always be a team with a disadvantage becuase of the way it works currently.
Edit: I emailed the Dev and got this response:
Every unit has strengths and weaknesses, including the support units, but we have spent a lot of time to balance the races as a whole against each other. Yes, the Khralean Infector can be very useful against the Sapiens, but the cost is 100 more credits compared to the Engineer and the Infector must be 1 tile away from the Sapien units to use Plague. Also keep in mind that two of the Khralean units cannot attack Aerial units, putting them at a disadvantage against the Helicopter, which is also stronger than the Swarmer and Garuda. The Sapiens also have the Marauder which can take 2 actions per turn and the Battery has a range of 4 whereas the Khralean Wyrm has a range of 3. Despite the advantages each unit may have over another, they also have disadvantages. It is up to the player to understand these strengths and weaknesses to develop strategies to utilize them or counteract them.
Fantastic, I was hoping this was balanced throughout even though one unit was way more effecting than the other races equivalent.
Thanks again Uniwar Dev team - this game is excellent.
weretiger
05-01-2009, 10:28 AM
I have been playing through the campaign and a few multiplayer games. Even after clicking the speed up button on the larger maps, the wait time while the computer plays is almost unbearable. Take a quick play of advance wars on the DS, to see a great job of implementing computer wait times.
Races could also use a few more units to make things more interesting. Perhaps a unit which can build a bunker space (increase defense of unit occupying that space). Units could use these bunkers to fortify positions. I also believe there would be a great advantage to creating a super high cost, super high end unit, to help end matches quickly that get out of hand. Sometimes I find myself having to build lots of cheaper units to defeat the enemy, which takes longer than I would like, when I have already accumulated a unbeatable advantage in credits and base occupation. I would like to be able to spend some serious credits to get a unit which could just end things quickly at that point.
Wargizmo
05-01-2009, 06:25 PM
One problem I've been having lately is that about 70-80% of the time when I create a random game my opponent will just quit straight away. I don't know if it's because they don't like the map or are scared to play me or because they won't play a game unless they have an obvious advantage from the start.
I think there needs to be a "random-no quit" button where people can get a random game but if they quit at the start it will count as a loss and they will lose points.
davegobe
05-06-2009, 02:54 PM
One of my favorite maps is the US one. I'd like to see more "real world" maps incorporated into the game. Having an Africa or Europe would be cool. The Sapiens could be defending the planet from Khraleans and the Titans.
My 2 cents.
Snark
05-08-2009, 01:22 AM
- (more) asymmetrical maps
- map preview before joining
- setup a game: allow to scroll maps in both directions » jump from first to last map; better: choice by number of players
- better team indicator for units of other players in same team
- in teamplay: give units of kicked player to other player in same team
- attacking units, especialy distance vs. distance, should have an attacker bonus
kthx :)
davegobe
05-18-2009, 02:21 PM
One more idea - Have unbalanced "Versus" games like 1 vs. 2, etc. The one player team (oxymoron?) would start with more resourses or bases while the two player team would start with the less resources individually, but together would have as much as the single player.
Wargizmo
05-18-2009, 11:26 PM
Needs to be a filter on the join game list, at the moment to find a real game on a balanced map you have to scroll through dozens and dozens and dozens and dozens of rigged games.
Jelaludo
05-22-2009, 01:41 AM
Setting up multiplayer games could use some improvements :
right now :
-set up multiplayer, invite friends
-one friend declines
-spot opens
-anonymous10029234, rank 1342 joins
-game is screwed
How about :
IF invited player declines THEN prompt game creator to invite somebody else
--------
also :
Creating a rank limit for people to join :
-Only 1700+
-between 1400 and 1600
etc.
---------
an icon saying if the game is "Rated" or "unrated" --- could be as simple as "R" or "U"
----------
you know how the App store icon has a number representing the number of updates available? Any chance that the uniwar Icon could have a number showing the number of games that require attention?
Aurora
05-22-2009, 02:14 AM
I don't think there will be any updates for this game in the nearby future, as there haven't been any responses from the developer for quite some time. I already gave up hoping for that fix for the horrendous lag in single player.
Jelaludo
05-27-2009, 10:05 PM
feature request :
- I take offense :) to the big "SURRENDERED" tag when I merely "DECLINE" to join a game on somebody else's terms.
say, something like Terrans vs Titans on Desolate, it's too easy for player 1 to prevent player 2 from getting his expansions. rigged, decline.
--
I find that the multiplayer game works great, but it could benefit from some of the improvements that have been mentioned in this thread.
take care,
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