Polynetix Forums
http://www.polynetix.com/cgi-bin/yabb2a/YaBB.pl
Polynetix Studio Games >> Direct Hit: Missile War >> Suggestions
http://www.polynetix.com/cgi-bin/yabb2a/YaBB.pl?num=1303162105

Message started by Lord Danil on 19. Apr 2011 at 00:28

Title: Suggestions
Post by Lord Danil on 19. Apr 2011 at 00:28
This topic for suggestions.

Title: Re: Suggestions
Post by Carlin on 19. Apr 2011 at 03:39
Just re-posting my suggestions here from the other topic:

1) It would be great if the Factory could automatically produce needed missile parts when we tell the factory to build missiles.

2) Currently when we click on a part to build in the Factory, it doesn't list the name of the part. It would be very helpful if it would list the name of the part when we click on it. It could list the name in the space that currently shows the list of missile prototypes when you click on the missiles icon, but is otherwise empty. Thus, for everything except missiles, it will show the name. With missiles, it would work the way it does now. Another option is to use tooltips to show the part names.

3) When we hover the mouse cursor over a mineral on the right edge of the screen, a tooltip would be very helpful showing the name of the mineral.

4) Allow us to open a building's menu by double-left-clicking on the building. Single-click should remain the same as now.

Title: Re: Suggestions
Post by Lord Danil on 19. Apr 2011 at 13:36

Carlin wrote on 19. Apr 2011 at 03:39:
Just re-posting my suggestions here from the other topic:

1) It would be great if the Factory could automatically produce needed missile parts when we tell the factory to build missiles.

2) Currently when we click on a part to build in the Factory, it doesn't list the name of the part. It would be very helpful if it would list the name of the part when we click on it. It could list the name in the space that currently shows the list of missile prototypes when you click on the missiles icon, but is otherwise empty. Thus, for everything except missiles, it will show the name. With missiles, it would work the way it does now. Another option is to use tooltips to show the part names.

3) When we hover the mouse cursor over a mineral on the right edge of the screen, a tooltip would be very helpful showing the name of the mineral.

4) Allow us to open a building's menu by double-left-clicking on the building. Single-click should remain the same as now.


Number 2,3,4 is in progress, I think it will be in next patch. (we planning on next week).

Title: Re: Suggestions
Post by Carlin on 20. Apr 2011 at 02:46

Lord Danil wrote on 19. Apr 2011 at 13:36:

Carlin wrote on 19. Apr 2011 at 03:39:
Just re-posting my suggestions here from the other topic:

1) It would be great if the Factory could automatically produce needed missile parts when we tell the factory to build missiles.

2) Currently when we click on a part to build in the Factory, it doesn't list the name of the part. It would be very helpful if it would list the name of the part when we click on it. It could list the name in the space that currently shows the list of missile prototypes when you click on the missiles icon, but is otherwise empty. Thus, for everything except missiles, it will show the name. With missiles, it would work the way it does now. Another option is to use tooltips to show the part names.

3) When we hover the mouse cursor over a mineral on the right edge of the screen, a tooltip would be very helpful showing the name of the mineral.

4) Allow us to open a building's menu by double-left-clicking on the building. Single-click should remain the same as now.


Number 2,3,4 is in progress, I think it will be in next patch. (we planning on next week).


Great! :)

Title: Re: Suggestions
Post by Carlin on 20. Apr 2011 at 03:48
Launcher suggestions:

1) Leave the AML with two launch tubes, but allow it to store up to 10 ACM. Give the AML a very simple menu that shows how many AML it has.

2) In the Targets menu, allow the player to replace the loaded missile with a missile stored in the same CML by left-clicking on the stored missile. The loading timer would reset to 0%. Maybe have it ignore the left-click if the stored missile is of the same prototype as the loaded missile.

3) Give the CML a small menu with a droplist to allow the player to select one prototype. That CML will then only be loaded with that prototype and no others.

Title: Re: Suggestions
Post by Carlin on 30. Apr 2011 at 00:23

Carlin wrote on 20. Apr 2011 at 03:48:
Launcher suggestions:

1) Leave the AML with two launch tubes, but allow it to store up to 10 ACM. Give the AML a very simple menu that shows how many AML it has.

2) In the Targets menu, allow the player to replace the loaded missile with a missile stored in the same CML by left-clicking on the stored missile. The loading timer would reset to 0%. Maybe have it ignore the left-click if the stored missile is of the same prototype as the loaded missile.

EDIT: I see now that if I don't check the "Auto-Reload" box then I can click on the missile I want to load. Therefore I am changing this suggestion to just eliminate the "Auto-Reload" checkbox and let us load a different missile at all times. Reloading would reset the loading timer to zero.

3) Give the CML a small menu with a droplist to allow the player to select one prototype. That CML will then only be loaded with that prototype and no others.


Title: Re: Suggestions
Post by Lord Danil on 30. Apr 2011 at 12:21

Carlin wrote on 30. Apr 2011 at 00:23:
Launcher suggestions:

1) Leave the AML with two launch tubes, but allow it to store up to 10 ACM. Give the AML a very simple menu that shows how many AML it has.


Ok. We discuss this.


Carlin wrote on 30. Apr 2011 at 00:23:
2) In the Targets menu, allow the player to replace the loaded missile with a missile stored in the same CML by left-clicking on the stored missile. The loading timer would reset to 0%. Maybe have it ignore the left-click if the stored missile is of the same prototype as the loaded missile.
EDIT: I see now that if I don't check the "Auto-Reload" box then I can click on the missile I want to load. Therefore I am changing this suggestion to just eliminate the "Auto-Reload" checkbox and let us load a different missile at all times. Reloading would reset the loading timer to zero.



Ok. We discuss this.

Carlin wrote on 30. Apr 2011 at 00:23:
3) Give the CML a small menu with a droplist to allow the player to select one prototype. That CML will then only be loaded with that prototype and no others.


Ok. We discuss this too. :)

Title: Re: Suggestions
Post by macan on 03. May 2011 at 12:19
Can this game save during the game?? If not priority number one to patch!!! Also power production is unbalanced, wind turbines generates to little power, and maybe  adding another "sort" of power plant which uses ores.

Title: Re: Suggestions
Post by Lord Danil on 03. May 2011 at 15:26

macan wrote on 03. May 2011 at 12:19:
Can this game save during the game?? If not priority number one to patch!!! Also power production is unbalanced, wind turbines generates to little power, and maybe  adding another "sort" of power plant which uses ores.


Unable to save during mission.
About WG - you need build them on high terrain levels, so it generate more power. Nuclear Power Plant generate energy using ore...

Title: Re: Suggestions
Post by macan on 03. May 2011 at 15:34
If u cannot save that is a big minus to this game, cause missions are one hour minimum of game play.

It also needs custom mode(skirmish) where u chose maps, cpu enemies etc, not just campaign mode.

Title: Re: Suggestions
Post by Lord Danil on 04. May 2011 at 13:39

macan wrote on 03. May 2011 at 15:34:
If u cannot save that is a big minus to this game, cause missions are one hour minimum of game play.

It also needs custom mode(skirmish) where u chose maps, cpu enemies etc, not just campaign mode.


We working on save during combat and skirmish.

Title: Re: Suggestions
Post by poplar on 15. May 2011 at 20:30
It is really necessary to enable the function that people can manually input numbers when producing parts or missiles. It just make me crazy to click mouse and sometime it return to zero after tens of clicks.

Title: Re: Suggestions
Post by poplar on 15. May 2011 at 20:38

Lord Danil wrote on 04. May 2011 at 13:39:

macan wrote on 03. May 2011 at 15:34:
If u cannot save that is a big minus to this game, cause missions are one hour minimum of game play.

It also needs custom mode(skirmish) where u chose maps, cpu enemies etc, not just campaign mode.


We working on save during combat and skirmish.

Yes please do it!!!
Now I just passed the 1st level and the program crushed 5 or 6 times during the 2nd level, each time I have to start over again.
I think the problem located on the missile launching page. If you launch a missile at the same time that the first line information is disappearing, game will crush.

Title: Re: Suggestions
Post by cubr on 15. May 2011 at 23:38

poplar wrote on 15. May 2011 at 20:38:
I think the problem located on the missile launching page. If you launch a missile at the same time that the first line information is disappearing, game will crush.


True. Another potential crash area is when enemy base is receiving massive damage at once. E.g. when u launch 10 rockets at once and say 8 of them get through.

Title: Re: Suggestions
Post by Lord Danil on 16. May 2011 at 18:53

poplar wrote on 15. May 2011 at 20:38:

Lord Danil wrote on 04. May 2011 at 13:39:

macan wrote on 03. May 2011 at 15:34:
If u cannot save that is a big minus to this game, cause missions are one hour minimum of game play.

It also needs custom mode(skirmish) where u chose maps, cpu enemies etc, not just campaign mode.


We working on save during combat and skirmish.

Yes please do it!!!
Now I just passed the 1st level and the program crushed 5 or 6 times during the 2nd level, each time I have to start over again.
I think the problem located on the missile launching page. If you launch a missile at the same time that the first line information is disappearing, game will crush.


How much RAM you have? 2Gb?
Do you apply patch 1.4?

Title: Re: Suggestions
Post by Lord Danil on 16. May 2011 at 18:54

cubr wrote on 15. May 2011 at 23:38:

poplar wrote on 15. May 2011 at 20:38:
I think the problem located on the missile launching page. If you launch a missile at the same time that the first line information is disappearing, game will crush.


True. Another potential crash area is when enemy base is receiving massive damage at once. E.g. when u launch 10 rockets at once and say 8 of them get through.


This is in version 1.4?

Title: Re: Suggestions
Post by poplar on 17. May 2011 at 23:58

Lord Danil wrote on 16. May 2011 at 18:53:

poplar wrote on 15. May 2011 at 20:38:

Lord Danil wrote on 04. May 2011 at 13:39:

macan wrote on 03. May 2011 at 15:34:
If u cannot save that is a big minus to this game, cause missions are one hour minimum of game play.

It also needs custom mode(skirmish) where u chose maps, cpu enemies etc, not just campaign mode.


We working on save during combat and skirmish.

Yes please do it!!!
Now I just passed the 1st level and the program crushed 5 or 6 times during the 2nd level, each time I have to start over again.
I think the problem located on the missile launching page. If you launch a missile at the same time that the first line information is disappearing, game will crush.


How much RAM you have? 2Gb?
Do you apply patch 1.4?

Yes, 2G RAM, amd 4400 and patch 1.4

Title: Re: Suggestions
Post by poplar on 18. May 2011 at 03:00

cubr wrote on 15. May 2011 at 23:38:

poplar wrote on 15. May 2011 at 20:38:
I think the problem located on the missile launching page. If you launch a missile at the same time that the first line information is disappearing, game will crush.


True. Another potential crash area is when enemy base is receiving massive damage at once. E.g. when u launch 10 rockets at once and say 8 of them get through.


yes, and it also crush if several enemy buildings are destroyed simultaneously. (e.g. one missile with 6 bombs destroy many batteries.)

Title: Re: Suggestions
Post by cubr on 18. May 2011 at 09:01
Yes 1,4. I also had the same crashes as poplar.

Title: Re: Suggestions
Post by rocktheking on 20. May 2011 at 08:16
Thanks lot for patch 1.4.... i installed it easily,
but Creasing Problem is still there. this patch's improvement about Crash is only that game Crashing time is increase. at patch 1.3 it crash after half an hour and after patch 1.4 it crash after 1 hour. (still Need improvement....for unknown reason it Crash....)(i think...may be for some Hardware compatibility issue or Driver Problem....INTEL....!!!???)

Some Improvement needed....

1)at 1'st time when we land our drop ship on land it explore some nearest place for mineral,
  but at the highlands, minerals are showing wrongly, like 1'st it showing like radiaterium (Green mineral) on highlands,
  but for extract that mineral, when make this land plain it show neftal (Black mineral). (Is it Graphic Problem...!!???(Driver or other things like DirectX ...))
2)at factory when we set part building count, it automatic reset when mineral stoke rise. every time we have to set it again from zero when mineral stoke rise. (Can we adjust it manually like entering numbers by keyboard...!!!??? )


Bay the way this game make me Crazy....
by it's Future Feature...I showing future of our world in this game...that's why i love this game, although all of Creasing Problem and other problem i just Like this game....i think you need to Improve this game....otherwise customer will not buy this game by reading it's review....we can't fail this type of good Games....that's why i helping here like a game tester....

By D way.....thanks to this Game Developer for give us Nice featured Game like "Direct Hit: Missile War"..... Smiley...
Game is awesome...but still need Improvement...

Title: Re: Suggestions
Post by Lord Danil on 20. May 2011 at 14:22

poplar wrote on 17. May 2011 at 23:58:
Yes, 2G RAM, amd 4400 and patch 1.4


Ok. We try find this crashes.

I only say about RAM - more RAM you have more you can play, we test game at 2 Gb RAM and game working fine. And we test at 1Gb RAM and game crashing about 1-2 hours of the game depend on player activity in game (lot of buildings, may tiles was modified and so on). So if you have some large programs in RAM (like Photoshop) try to close and play.

Title: Re: Suggestions
Post by Lord Danil on 20. May 2011 at 14:23

poplar wrote on 18. May 2011 at 03:00:

cubr wrote on 15. May 2011 at 23:38:

poplar wrote on 15. May 2011 at 20:38:
I think the problem located on the missile launching page. If you launch a missile at the same time that the first line information is disappearing, game will crush.

True. Another potential crash area is when enemy base is receiving massive damage at once. E.g. when u launch 10 rockets at once and say 8 of them get through.


yes, and it also crush if several enemy buildings are destroyed simultaneously. (e.g. one missile with 6 bombs destroy many batteries.)



cubr wrote on 18. May 2011 at 09:01:
Yes 1,4. I also had the same crashes as poplar.


Ok. This is easier to find then random crushes.
We check this.

Title: Re: Suggestions
Post by Lord Danil on 20. May 2011 at 14:34

Raptor wrote on 20. May 2011 at 08:16:
Thanks lot for patch 1.4.... i installed it easily,
but Creasing Problem is still there. this patch's improvement about Crash is only that game Crashing time is increase. at patch 1.3 it crash after half an hour and after patch 1.4 it crash after 1 hour. (still Need improvement....for unknown reason it Crash....)(i think...may be for some Hardware compatibility issue or Driver Problem....INTEL....!!!???)


If you have more than 1,5 Free system RAM. So it may game bug. How much RAM you are and VideoRAM (on video card) you are?


Raptor wrote on 20. May 2011 at 08:16:
Some Improvement needed....
1)at 1'st time when we land our drop ship on land it explore some nearest place for mineral,
  but at the highlands, minerals are showing wrongly, like 1'st it showing like radiaterium (Green mineral) on highlands,
  but for extract that mineral, when make this land plain it show neftal (Black mineral). (Is it Graphic Problem...!!???(Driver or other things like DirectX ...))


Wow.... it is unbelievable... Can you catch situation like this and  send screenshots to me on std@polynetix.com? Very interesting....


Raptor wrote on 20. May 2011 at 08:16:
2)at factory when we set part building count, it automatic reset when mineral stoke rise. every time we have to set it again from zero when mineral stoke rise. (Can we adjust it manually like entering numbers by keyboard...!!!??? )


We fix this problem in next patch (in will coming very soon). This counter will reset only when maximal available value changes to low. If maximal available value rise, counter will not reseting.

Title: Re: Suggestions
Post by Lord Danil on 20. May 2011 at 14:42

Raptor wrote on 20. May 2011 at 08:16:
Bay the way this game make me Crazy....
by it's Future Feature...I showing future of our world in this game...that's why i love this game, although all of Creasing Problem and other problem i just Like this game....i think you need to Improve this game....otherwise customer will not buy this game by reading it's review....we can't fail this type of good Games....that's why i helping here like a game tester....


Thanks! Player's feedback is very important for us. We trying improve game and make game better with every patch. Every post on forum is important, because we care.


Raptor wrote on 20. May 2011 at 08:16:
By D way.....thanks to this Game Developer for give us Nice featured Game like "Direct Hit: Missile War"..... Smiley...
Game is awesome...but still need Improvement...


Thanks for good comment. :)

Title: Re: Suggestions
Post by 01 on 20. May 2011 at 15:17

Raptor wrote on 20. May 2011 at 08:16:
Thanks lot for patch 1.4.... i installed it easily,
but Creasing Problem is still there. this patch's improvement about Crash is only that game Crashing time is increase. at patch 1.3 it crash after half an hour and after patch 1.4 it crash after 1 hour. (still Need improvement....for unknown reason it Crash....)(i think...may be for some Hardware compatibility issue or Driver Problem....INTEL....!!!???)

Some Improvement needed....

1)at 1'st time when we land our drop ship on land it explore some nearest place for mineral,
  but at the highlands, minerals are showing wrongly, like 1'st it showing like radiaterium (Green mineral) on highlands,
  but for extract that mineral, when make this land plain it show neftal (Black mineral). (Is it Graphic Problem...!!???(Driver or other things like DirectX ...))
2)at factory when we set part building count, it automatic reset when mineral stoke rise. every time we have to set it again from zero when mineral stoke rise. (Can we adjust it manually like entering numbers by keyboard...!!!??? )


Bay the way this game make me Crazy....
by it's Future Feature...I showing future of our world in this game...that's why i love this game, although all of Creasing Problem and other problem i just Like this game....i think you need to Improve this game....otherwise customer will not buy this game by reading it's review....we can't fail this type of good Games....that's why i helping here like a game tester....

By D way.....thanks to this Game Developer for give us Nice featured Game like "Direct Hit: Missile War"..... Smiley...
Game is awesome...but still need Improvement...


Hi,
Thanks a lot for reporting all these problems we will look at them closely, We will try to fix as many as we can for the next patch.
Regards,

Title: Re: Suggestions
Post by rocktheking on 28. May 2011 at 09:36
Hi....!!!?

as you request as above...,
Today... i sent U a mail with Screenshot and my system's Dxdiag report...on...std@polynetix.com.....
Please Check and conform....

Hope it will help U....to understand that Problem....  :)

Title: Re: Suggestions
Post by rocktheking on 28. May 2011 at 09:39
Screenshot number 01...
001.JPG (152 KB | 493 )

Title: Re: Suggestions
Post by Lord Danil on 29. May 2011 at 15:29
I think this problem in your integrated videocard, try disable "shader
terrain mode" in Graphic Options. We highly recomended buy videocard with at
least 256 Mb video memory with full support of 3D, for example Nvidia
GeForce 7600 GT or higher or ATI analog.

Title: Re: Suggestions
Post by rocktheking on 29. May 2011 at 19:06
Ok I will Check in my another System...which has nvidia Dispaly card....I will Check....and then reply you soon....

Thanks.... :)

Title: Re: Suggestions
Post by rocktheking on 01. Jun 2011 at 16:02
Hi Danil...!!!?

you are right....mineral related problem was Graphic card related Problem....i tried this in another system having.. AMD athlon 3GHz with Nvidia Geforce 6150se Graphic card (512MB) and 1.5GB RAM..... there is no... any mineral type issue detected in that system....
but another observation.. i am writing here....

1)when enemy camp (Specially enemy Drop ship) take more damage ..... Game is Crashing there...

2) when i turned off Shader terrain mode by your advice... in that system...(intel P4 3Ghz with integrated graphic card (224MB)with 2 GB RAM) all things are OK...but.....i was not able to lunch any missile...missile lunch button was not work at all...!!!     (isn't it interesting...!!!??...  :D .....)
there is only two changes i made in that system...
1) turned off Shader terrain mode
2) update my system with .NET framework patches (Recommended by Microsoft.....not my self)

Hope it will help You to make this game better....
(Bug free or more compatible with all types of hardware)....

Title: Re: Suggestions
Post by Lord Danil on 01. Jun 2011 at 23:00

Raptor wrote on 01. Jun 2011 at 16:02:
Hi Danil...!!!?

you are right....mineral related problem was Graphic card related Problem....i tried this in another system having.. AMD athlon 3GHz with Nvidia Geforce 6150se Graphic card (512MB) and 1.5GB RAM..... there is no... any mineral type issue detected in that system....
but another observation.. i am writing here....

1)when enemy camp (Specially enemy Drop ship) take more damage ..... Game is Crashing there...

You need MINimum 2 Gb RAM, you write above 1,5Gb - it is problem with game crashing to desktop. Turn off terrain shader mode you can play longer but still may be not enough RAM.


Raptor wrote on 01. Jun 2011 at 16:02:
2) when i turned off Shader terrain mode by your advice... in that system...(intel P4 3Ghz with integrated graphic card (224MB)with 2 GB RAM) all things are OK...but.....i was not able to lunch any missile...missile lunch button was not work at all...!!!     (isn't it interesting...!!!??...  :D .....)


Integrated video card take memory from RAM. So you have 224 VideoMemory and (2000-224=) 1776 Mb Ram. This below than 2Gb RAM. This can crash game. About missile launch - you need set target missile for each missile (in case of recon missile you need set recon target too). Also there is situation when missile load in launch tube. Usualy it take 40 seconds.

Title: Re: Suggestions
Post by rocktheking on 02. Jun 2011 at 15:58
OK...
Thanks for reply......

These may be reason.... :-X  ....

Title: Re: Suggestions
Post by Lord Danil on 03. Jun 2011 at 22:14

Raptor wrote on 02. Jun 2011 at 15:58:
OK...
Thanks for reply......

These may be reason.... :-X  ....


You are welcome! Thanks for your interest to our game.
:)

Title: Re: Suggestions
Post by Gunso_ on 16. Jun 2011 at 06:53
awesome game!!

feels like sim city town war lol.

Suggestion
1. Can the powerline connection be more flexible? Like in simcity where u just connect anywhere on the building especially the wind tower and will disregard terrain.

2. Set auto sell mineral with option to set amount more than X = sell (like in caesar 3 game). because i'm getting crazy with my storage keep getting full and factories will stop working because of that. It will give u regular income so u can concentrate on attacking.

3. Defensive missile should have auto defend option, accuracy will depend on upgrade or something if u want  to make it challenging. Maybe upgrade on the radar building itself and have radius of defensive area cover.

4. You can make upgrade on building itself instead of science center like forged alliance for mining factory and etc and leave science building economy research for much advance research.

5. awesome game if it have auto save option in game =/

that's all i can think for now.

Title: Re: Suggestions
Post by Lord Danil on 16. Jun 2011 at 12:00

Gunso_ wrote on 16. Jun 2011 at 06:53:
awesome game!!

feels like sim city town war lol.

Suggestion
1. Can the powerline connection be more flexible? Like in simcity where u just connect anywhere on the building especially the wind tower and will disregard terrain.

2. Set auto sell mineral with option to set amount more than X = sell (like in caesar 3 game). because i'm getting crazy with my storage keep getting full and factories will stop working because of that. It will give u regular income so u can concentrate on attacking.

3. Defensive missile should have auto defend option, accuracy will depend on upgrade or something if u want  to make it challenging. Maybe upgrade on the radar building itself and have radius of defensive area cover.

4. You can make upgrade on building itself instead of science center like forged alliance for mining factory and etc and leave science building economy research for much advance research.

5. awesome game if it have auto save option in game =/

that's all i can think for now.


Thank you for good review, and suggestions. Some of them is truly useful.

Title: Re: Suggestions
Post by Breitschwert on 18. Jun 2011 at 16:03
My suggestions would be:

1. Allow an auto launch feature for the anti missile launchers. The player could have the possibility to set a certain number of counter missiles to be launched per incoming missile, depending on what area they are in. For example one missile in the first area, two missiles in the second. Maybe you could even make a difference between known small, medium, large missiles and unknown missiles, so the player can set it up once to his liking and then sit back mostly. He could of course override it by sending more countermissiles after a large missile if he is scared.

2. Allow entering of numbers in the production and sales screen directly. My hand is in pain from all the clicking and I'd much rather like to use both hands equally. Or, if you can, add shortcuts for increasing and decreasing the ammount to be produced by 1/10/100 steps. Or simply implement a way to hold down the mouse button on the button and it continues to increase at a (user?)defined rate.

3. At some point, remove Securom.

4. Allow a singleplayer skirmish mission with all research against an AI. Right now, you have to go through the campaign to get to all research options. Maybe I missed something, though?

5. Certain messages reset what you are doing, for example I think I noticed that incoming missiles reset the build order when trying to build a specific missile (when you haven't commited to the build order yet, it will go back to the first missile in the list and discard everything you did).

Title: Re: Suggestions
Post by Lord Danil on 18. Jun 2011 at 18:47
2. You can use Right mouse click to increase/decrease number by 10 (left - by 1.).
3. Why?
5. In Patch 1.5 we fixed this: "- In factory's production screen, counter not reset any more. (Also you can use right mouse click on + and - buttons to increase or decrease production set number.)"

Title: Re: Suggestions
Post by Breitschwert on 18. Jun 2011 at 20:09
I have 1.5 Build 2051.
I just tested it again and in a game where I had a lot of production facilities, it was almost impossible to select a missile besides the first one. It would always jump back to the first one and close the drop down menu. I also have the issue that soon after, the game seems to crash. Cannot finish the second campaign mission.

And regarding Securom, since I do not know what deal you made with them, limited activations or anything, I'd rather have it removed so when I look back in 10 years and still want to play the game, I can without issues and not be locked out when they decide to stop activating it for me. I just hate Securom and boycotted every game with Starforce. I also think that you do not need to do it right now (upon release), but at some point in the future as a customer service.  ;)

I did not know about the right mouse button. It seemed unnatural to me since I probably assumed that it would close the active window.  :)

Edit: I wonder if multiple players for online play would be possible. I can imagine 4 or more players fighting for dominance with secret alliances against the stronger players, backstabbing and the like. You'd need to be able to swtich the view of the enemies map to the different players of course.

Edit2: I gifted someone the game and we tried to play multiplayer. However as soon as I placed down a nuclear power plant, the game went out of sync, it seemed, as it slowed down to a crawl, not reacting anymore. My friend said that the game stopped responding for him and then crashed. Any idea what we could do?

Edit3: We tried again, this time with Tech level 1 instead of 5. What happened was that we were unable to research or build missiles, no tech center, etc. We were stuck with the warehouse or factory as a last building and could not progress further. Is there a setting that allows the research through all techs? Tech 5 already had some techs researched.

Edit4: The mp game crashed, as I build a battery /nochars

Title: Re: Suggestions
Post by 01 on 19. Jun 2011 at 04:53
The multi player part of the game is still an experiment that's why the game is still in displayed as single player on impulse. We need a bigger team to test it out. The voices are hierarchically sorted, so , yes one can override another. Lord Danil was talking about counter resetting  in the factory menu, that we did fix indeed.
We really appreciate your time spent on the game and we thank you for that. The game was designed to be hardcore because we didn't want people to keep pressing (ctrl+S) to save the game every time :), but I know the game is crashing on some computers and that is very annoying as you loose all your progression, I do apologize for that. Our focus now is still the stability of the game, we will try to stimulate as many situation as we can to be able to reproduce crash-bugs and fix them. The log file would help, as these are random crash, it's like blue screen of dead in windows OS, you have a lot of thing written but I bet you never got some answer from a tech using that log :).

Title: Re: Suggestions
Post by Breitschwert on 19. Jun 2011 at 12:02
I did not notice the counter bug, since I started with 1.5. I meant the bug that the dropdownlist is reset after a longer game, so you have a hard time selecting a missile other than the first one you designed.

You can still design a hardcore game with a save-feature. Just allow one savegame per level then, so people can save their progress, without retrying stuff. Personally I do not think that forcing a person to sit through the 2 hour game sessions is a good idea and saving should be in. People can save as much as they want and have the game as hardcore as they like.

I haven't found the logfile yet, where is it located? Or do you mean the error message that says which exe file has caused an error? The hge.log in the game directory is empty.

Edit: And I didn't know that it was intended to be SP only for now. Just saw the multiplayer option in one of the youtube videos and was intrigued.

Title: Re: Suggestions
Post by 01 on 19. Jun 2011 at 21:49
We will save the last missile used in a given factory if it still exist. I think that will be available with the next patch.for now you might want to delete prototypes you do not need any more from the prototypes screen, tab "delete".

We realise the need of save game while beta testing, that's why we are still without it now, as the game need some serious refactoring and regression testing to include such feature as it wasn't in the initial game's design document. But we definitively want to implement it as soon as possible because as you (and many others) said, it's a big negative point in the game.

It's normal that hge.log file is empty, that means everything is fine with the core graphics engine, I thing your crash after two hours of play is related to memory/resources management of game objects, the problem is appears only on some machines, that 's why it's difficult to tell. Maybe it's even related to OS resources allocation as the music dropping while playing.

Title: Re: Suggestions
Post by Lord Danil on 20. Jun 2011 at 23:45

Breitschwert wrote on 18. Jun 2011 at 20:09:
We tried again, this time with Tech level 1 instead of 5. What happened was that we were unable to research or build missiles, no tech center, etc. We were stuck with the warehouse or factory as a last building and could not progress further. Is there a setting that allows the research through all techs? Tech 5 already had some techs researched.


Tech level 1 I planned for economic victory condition for 1-st mission in campaign, but we cut this. So you need set at least 2-nd tech level to able to fire missiles.

Title: Re: Suggestions
Post by Lord Danil on 20. Jun 2011 at 23:50

Breitschwert wrote on 19. Jun 2011 at 12:02:
You can still design a hardcore game with a save-feature. Just allow one savegame per level then, so people can save their progress, without retrying stuff.


It is sound like easy feature, but it is really hard to release because we don't planning make a save game when we begin our develop. We need rebuild all game mechanics to make savegame. So it is require time. May be later but not now. Now we need fix a game crushes, this is high-priority level task.

Title: Re: Suggestions
Post by Breitschwert on 21. Jun 2011 at 01:10
Yes saving is a hard feature to implement, I know. Bugfixing first would be great.

I tried playing again and it locked up at 1 hour 37 minutes, shortly before I am able to beat the mission. The game has some hiccups and lags as it gets closer to this, noticable when the missiles impact for example. Also the resetting of the dropdownbox happen that late. I also noticed that sometimes the "On" description for the power plant auto refuel disappears late in the game. Maybe this is related to the crashing?
I noticed that the memory usage for the program went up from around 950MB to 1150MB when it crashed, shouldn't be a memory problem I think (unless it is supposed to stay constant).

I noticed that the anti missile ammo is stored in the factory, but the factory says that it is currently doing nothing. Maybe replacing the symbol to a missile storing symbol, if it is doing nothing and missiles are still inside would be great. That way, you can tell that this factory shouldn't start another production. Or make it possible for storages to either hold resources or missiles (switching between the two or make missile a resource that can be held by the storages too parallel to the resources).

Can you implement a tech level that allows research from start to finish? Tech level 2 is probably only basic missiles and tech level 5 starts you at a high tech. Maybe you can change tech level 1 to a setting that allows you to research from start to finish and call it "All", while then moving down the other tech levels from 1 to 4.

I cannot currently play the game, because of the crashes, even though I would like to. If you do beta testing for patches, I can do that, too some extend.

Title: Re: Suggestions
Post by 01 on 22. Jun 2011 at 03:36
Hi,
It's very weird what's happening to you, I really do apologize for that.
I think it's definitively a memory issue, as I think the lag during the game would be windows swapping. That shouldn't happen based on your spec,1gb videoRam and 4 gb System RAM shoulb be more than enough to play the game. What you could do, it's to start the game, unchecked "Shadder Terrain Mode" in the graphics Options menu, and try to play that should reduce the amount of memory needed for the by a third at least, and let see if you will be able to play that way.
Thanks for your comments we will take that into account for sure!

Title: Re: Suggestions
Post by Breitschwert on 23. Jun 2011 at 03:47
I have some more suggestions, regarding the interface:

If possible, make it so that you can switch the missile launchers 1 to 10 with the numeric keys. This would reduce mouse usage.
Make it possible to use the status display to launch the missile directly from there. It would basically act like the launch button on the separate tab.
Please give us a shortcut to the "set target" button for the
missiles.
Last but not least, maybe you want to consider marking empty missile silos as red, instead of blue. This way, you would have the following:
Missile silos with no missile in queue or non-build missile silos would be red = currently useless
Missile silos with missiles that could be loaded and silos with loaded missiles that have no target set for the missile should be blue
Missile silos that have a target set and are waiting for the loading to finish, could be green and if you want to get fancy, silos that are ready to launch could blink green or just show green as well.

Basically it is a pain right now to know which silo actually needs my input. I have to browse all silos everytime, because I cannot see at a glance which one does and doesn't have orders yet and which one does or doesn't have missiles. It also requires use of the mouse with several mouse clicks at a rapid rate, which is sort of painful.

Maybe nuclear reactors should start with auto refuel at on, but this is a personal preference. I wouldn't know someone who would wanted to refuel them manually, ever.

The autolaunch feature for defensive missiles would have my highest priority for new features. I cannot count the number of times that I had to stop designing missiles or doing other stuff, just to go to the defend window to launch missiles.

P.S. I currently finished the last two maps in about 1 hour, so I didn't get to the point where it would've crashed. I played with shaders off, but the memory usage was pretty much the same. Will keep an eye out for it once I get to play longer again.

Title: Re: Suggestions
Post by Lord Danil on 24. Jun 2011 at 12:35

Breitschwert wrote on 23. Jun 2011 at 03:47:
I have some more suggestions, regarding the interface:
If possible, make it so that you can switch the missile launchers 1 to 10 with the numeric keys. This would reduce mouse usage.


You mean switch between silos in ACC screen targeting page?


Breitschwert wrote on 23. Jun 2011 at 03:47:
Make it possible to use the status display to launch the missile directly from there. It would basically act like the launch button on the separate tab.


It possible, but I don't understand why? Launching preparing is part of firing process, so doubles fire control is useless. You going to ACC screen, make preparation, fire missiles and exit from acc. Why you need make preparation to fire (set targets) and  exit? Why you need delay and fire missiles from mini launch panel?


Breitschwert wrote on 23. Jun 2011 at 03:47:
Please give us a shortcut to the "set target" button for the
missiles.


And that is too - I don't understand why you need this?


Breitschwert wrote on 23. Jun 2011 at 03:47:
Last but not least, maybe you want to consider marking empty missile silos as red, instead of blue.


Red dots - missile silo and launching tube is empty.
Blue dots - there is a missiles, but CM not ready for launch (it may be missile reloading or targets not set)
Green dots - missile ready to launch.

We can added yellow light for CM that have missiles with set targets. (so in this way missile just not finished reload to launching tube).

Title: Re: Suggestions
Post by Lord Danil on 24. Jun 2011 at 12:42

Breitschwert wrote on 23. Jun 2011 at 03:47:
I have some more suggestions, regarding the interface:
Maybe nuclear reactors should start with auto refuel at on, but this is a personal preference. I wouldn't know someone who would wanted to refuel them manually, ever.


If player buy Radiaterium for Nuclear warhead, there is no way to stop grabbing radiaterium from storages when Nuclear Power Plant finish building (when auto refill would be ON at start). Better way - you need manually start auto refill Nuclear power plant.


Breitschwert wrote on 23. Jun 2011 at 03:47:
The autolaunch feature for defensive missiles would have my highest priority for new features. I cannot count the number of times that I had to stop designing missiles or doing other stuff, just to go to the defend window to launch missiles.


:) I think we can do this.



Breitschwert wrote on 23. Jun 2011 at 03:47:
P.S. I currently finished the last two maps in about 1 hour, so I didn't get to the point where it would've crashed. I played with shaders off, but the memory usage was pretty much the same. Will keep an eye out for it once I get to play longer again.


Ok. By the way I make a death wave at 3 hours of play, so you guaranty will be destroyed by enemy. Be careful.

Title: Re: Suggestions
Post by Breitschwert on 24. Jun 2011 at 13:51

Lord Danil wrote on 24. Jun 2011 at 12:42:
You mean switch between silos in ACC screen targeting page?


Yes the switching between silos, again to reduce mouse strain.


Lord Danil wrote on 24. Jun 2011 at 12:42:
It possible, but I don't understand why? Launching preparing is part of firing process, so doubles fire control is useless. You going to ACC screen, make preparation, fire missiles and exit from acc. Why you need make preparation to fire (set targets) and  exit? Why you need delay and fire missiles from mini launch panel?


Sometimes there is a phase where I do not fire a missile for some time. Then I get back to setting the launch parameters when the missiles have already been loaded, so I could launch them right away after giving them a target and then setting up the other target for the next missile, without switching tabs.


Lord Danil wrote on 24. Jun 2011 at 12:42:
And that is too - I don't understand why you need this?


To reduce mouse strain and make firing missiles easier. I could use the keyboard more instead of doing everything via mouse.


Lord Danil wrote on 24. Jun 2011 at 12:42:
Red dots - missile silo and launching tube is empty.
Blue dots - there is a missiles, but CM not ready for launch (it may be missile reloading or targets not set)
Green dots - missile ready to launch.

We can added yellow light for CM that have missiles with set targets. (so in this way missile just not finished reload to launching tube).


That would work. However there would be no distinguishing between silos that have missiles ready to load (autoreload off) and unbuild silos.


Also a death wave? What?  :o The AI will win after 3 hours no matter what? Aw. But does that happen if I destroy the missile silos/radar of the enemy as well or does it only happen if the enemy can actually launch missiles?

Title: Re: Suggestions
Post by Lord Danil on 25. Jun 2011 at 00:37
About keyboard launching I think about, may be new mini panel... We will see...

If enemy CM system (including Radar) is damaged, attacking AI is slowdown and make some time-brake, when system is restored attacking AI continue attacking at full strength. When time has come to an end (3-4 hours) death wave initiating - enemy launch about 20 best prototype missiles at dropship and bases, if player could intercept and save at lease one base - he will survive, and enemy no longer attack a player, so player can easily finish an enemy. In my theoretical calculation there is a small chance to survive = 10%. So death wave is gameover for slow players.

Title: Re: Suggestions
Post by ScottWAR on 25. Jun 2011 at 23:32
Great little game. As someone else said elsewhere here, very much like Metal Marines, and I loved that game.

Suggestions-
Make things an option as much as possible. Take the death wave.......I would make it so we could turn that off if we liked. Some people actually like taking their time,...building large bases, etc.......you want people to be able to play their own way if possible.

Skirmish- Already mentioned, just wanted to add that it is one of the most important features you can add to make this game a long term success.

Save- Right up there with skirmish in importance.



Check out metal marines if you ever get the chance.......it will be tough to get your hands on though. There was a PC version and a Super Nintendo version.

The differences are- No resources, no missle design, and Metal Marines had large robots (Metal Marines) you could build and send over behind a missle attack. They would roam around a limited area and destroy everything there.The enemy can build gun emplacements to shoot at marines,....and wherever you build the building that houses the marine,...it is also availabe for defense. Otherwise the same basic game,....yours is(thankfully) more in depth than Metal Marines was.
   

Title: Re: Suggestions
Post by Lord Danil on 28. Jun 2011 at 18:35
I saw video on youtube and find that some feature is like in Marines... But I inspired by a sample navy battle (in Russia this game is widely know).

About Death wave - may be you are right. I think I remove it in next patch 1.6.

Skirmish - as soon as possible.

Save game - as soon as possible too.

Title: Re: Suggestions
Post by rocktheking on 16. Jul 2011 at 16:47
Hi Dinal...!!?

Here i have some suggestion.....If it is possible or you like.

1) Can we add different types Defense Towers which will automatically Fire AML or other weapons when Missile come in Range or Near Player's Base.
like Warzone 2100 Game.
           OR
Can we add this Facility as a Upgrade at Missile LAB ?
Because there is....no any Upgrades about Defense...in this Game.

2) Can we add some such powerful "Super Weapons" that can be employed to cause a massive amount of Damage or Explore Area... in a short period of time....... like "Gravity Bomb" or "Radiation Cascade" or other fantasy Weapons.....
like in Universe at War: Earth Assault Game......

Below Next Post is Example of Some Super Weapons:
.

Title: Re: Suggestions
Post by rocktheking on 16. Jul 2011 at 16:51
# Super Weapons:->

1) The Novus Camp:> have the Gravity Bomb and the EMP.
The Gravity Bomb creates a black hole that the Scrin wishes they had. all units smaller than a walker (that's everything really) is sucked into the black hole or is ripped to pieces. You get a couple of seconds to run or try to send it back to sender if you're Masari, but otherwise you're screwed, although Walkers can be armor plated strongly enough to resist.
The EMP is the EMP from CnC3 (command and conquer 3) pretty much, with the same pretty effect. Stops all mechanical units. Can be upgraded to spread computer viruses so that if you can't finish the units, the computer viruses will screw them over so bad they'll wish they were dead.
.

Title: Re: Suggestions
Post by rocktheking on 16. Jul 2011 at 16:51
2) The Masari Camp> have Burning Wrath and Matter Storm.
The only problem is that it comes from one structure so if it dies, you loose two superweapons! Also, the timer depends on you either staying in Light Mode or Dark Mode. If you switch (which is very useful at times) the timer also resets to zero, so it can be annoying if you like to change tactics in a hurry. Anyway, Burning Wrath is the Particle Cannon from the game CnC Generals that creates a column of burning flame through the floor which burns anything it touches and can be controlled like a unit to literally write your name in the enemy's base.
The Matter Storm produces the 'rain of pain'. Anything caught in the storm takes slow damage and all friendly units gain their Dark Matter Armour faster. Can be upgraded to repair damaged units as well, so you can actually safely fire it on your own troops!

Title: Re: Suggestions
Post by rocktheking on 16. Jul 2011 at 16:52
3)The Heirarchy Camp:> have the Mass Drop and the Radiation Cascade.
The Mass Drop gets one of the collection ships in orbit above Earth to drop some garbage at the target! It doesn't really hurt that much but you get a random collection of junk to fall on the enemy, so it at least looks funny (watch for cows!) .
The Radiation Cascade is EVIL! It has to be mounted on a Science Walker and is expensive to buy and research. Also if the walker dies, or one of the walker's hardpoints are killed, your investment is wasted. You have to literally walk to the target at about 2MPH and when activated will kill anything in front of the walker.

Title: Re: Suggestions
Post by Lord Danil on 17. Jul 2011 at 23:18
Very interesting features... May be... But not now.
All features said by players on this forum is perfect material for Direct Hit 2: Future wars. ;)

We try make game a bugless. And working on savegame feature. Maybe after that we add some new features.

Title: Re: Suggestions
Post by rocktheking on 19. Jul 2011 at 08:40
Wow.....Direct Hit 2: Future wars......Sounds Good..

Title: Re: Suggestions
Post by Lord Danil on 21. Jul 2011 at 23:41

Raptor wrote on 19. Jul 2011 at 08:40:
Wow.....Direct Hit 2: Future wars......Sounds Good..


:)))

Title: I hope that this game's UI is more improved
Post by Flexscan123 on 18. Aug 2011 at 03:50
Hello I am enjoying this game to play.  If UI was improved more, I thought that this game was more fun.
[list bull-blackball]
  • more tooltips (especially mineral names at mineral map and right mineral panel)
  • display storage free capacity without w-click it
  • display factory production progress without w-click it

    Lastly, though it is not UI, factory allow to production queue

  • Title: Re: I hope that this game's UI is more improved
    Post by Lord Danil on 20. Aug 2011 at 00:44

    Flexscan123 wrote on 18. Aug 2011 at 03:50:
    Hello I am enjoying this game to play.  If UI was improved more, I thought that this game was more fun.
    [list bull-blackball]
  • more tooltips (especially mineral names at mineral map and right mineral panel)
  • display storage free capacity without w-click it
  • display factory production progress without w-click it

    Lastly, though it is not UI, factory allow to production queue


  • In last patch there is tooltip in help area when cursor over mineral icon on mineral panel.
    Other tooltips I think it is good idea. Thanks for suggestion.

    Title: Re: Suggestions
    Post by Flexscan123 on 21. Aug 2011 at 01:13

    Quote:
    In last patch there is tooltip in help area when cursor over mineral icon on mineral panel.
    Other tooltips I think it is good idea. Thanks for suggestion.


    Thx for reply, Lord Danil.
    v1.7? I can't wait. And, next patch is last? I am regrettable.

    Instead, I am looking forward to the release of a 'Direct Hit 2: Future wars'.

    Title: Re: Suggestions
    Post by Lord Danil on 22. Aug 2011 at 01:47

    Flexscan123 wrote on 21. Aug 2011 at 01:13:

    Quote:
    In last patch there is tooltip in help area when cursor over mineral icon on mineral panel.
    Other tooltips I think it is good idea. Thanks for suggestion.


    Thx for reply, Lord Danil.
    v1.7? I can't wait. And, next patch is last? I am regrettable.

    Instead, I am looking forward to the release of a 'Direct Hit 2: Future wars'.


    Patch 1.7 we planing release in September. I hope that patch 1.7 fix all bugs and it will be last patch for Direct Hit: Missile war. But I don't know this for sure, may be there is some bugs even in v 1.7, so we fix this in v 1.8 and so on...
    Direct Hit 2: Future wars - I said about this without any meanings. I don't know will we develop DH 2 or not. Financially DH 1 is very weak project, may be we can focus on more mainstream games like casual or something like it. With simple code and simple graphics. I don't know that exactly we'll do next. May be multilayer based game with not complicated content.
    Anyway thanks for your post and interested in our game. It is important for us.

    Title: Re: Suggestions
    Post by Axoex on 22. Aug 2011 at 14:43
    So we wait for patch 1.7 ...
    I hope you add new maps  ;)

    Title: Re: Suggestions
    Post by Lord Danil on 23. Aug 2011 at 13:42

    Axoex wrote on 22. Aug 2011 at 14:43:
    So we wait for patch 1.7 ...
    I hope you add new maps  ;)


    Do you complete all 14 maps?

    Title: Re: Suggestions
    Post by Axoex on 23. Aug 2011 at 17:22

    Lord Danil wrote on 23. Aug 2011 at 13:42:

    Axoex wrote on 22. Aug 2011 at 14:43:
    So we wait for patch 1.7 ...
    I hope you add new maps  ;)


    Do you complete all 14 maps?



    I wish too ... I stuck on 5th and could not too play cause always when I build missiles AI attacked me and game crash.
    That`s sad, I try to start campaign again and on 5th same bug. I know what you think "he did not finish campaign and ask for new maps", but if I get new maps without order I could play what I want. It`s shitty to start a game when you know that same bug crash game when the fun start, I leave to play some 3 weeks past ... (cause I`v got other games too, you know ...). That I will wait for the patch, and start to try to play DH again. It`s really good game, with new ideas and type of fighting for me, ... but still need patch ...

    Title: Re: Suggestions
    Post by Lord Danil on 23. Aug 2011 at 22:55
    Sorry but programmer is on vacation. In patch 1.7 we add only bugfix, skirmish we add a bit later.

    Title: Re: Suggestions
    Post by Axoex on 23. Aug 2011 at 23:12
    Thats ok, I`v only ask ...

    Thats good to fix bugs maybe I finish the game normally ...

    Title: Re: Suggestions
    Post by Flexscan123 on 25. Aug 2011 at 12:11
    Please keep improving DH (except bugfix), until satisfy yourselves and fans.
    I dont care about small patch and slowly release.
    I think that long support wins user's reliance.

    Finally, I am doing small assistance in Japan. :)
    http://ja.twitch.tv/flexscan/b/293116241 game play video (sorry for Japanese )

    Title: Re: Suggestions
    Post by Lord Danil on 25. Aug 2011 at 19:36
    Thanks for post!

    Very cool - video in Japan! Seems interesting... try to watch. :)

    Title: Re: Suggestions
    Post by aektsuke01 on 29. Aug 2011 at 12:26
    Wow...That good. Thanks for sharing. :) :)

    Title: Re: Suggestions
    Post by Flexscan123 on 13. Oct 2011 at 06:25
    How does Patch1.7 progress?  :-?

    Title: Re: Suggestions
    Post by Lord Danil on 14. Oct 2011 at 13:01

    Flexscan123 wrote on 13. Oct 2011 at 06:25:
    How does Patch1.7 progress?  :-?


    We working on it... And I think this would be stand alone new version 2.0, with many new features, not just bug fix.

    Title: Re: Suggestions
    Post by Flexscan123 on 14. Oct 2011 at 16:22
    Wow! Version 2.0 is sequel product , Direct Hit 2: Future wars ?  :o

    Title: Re: Suggestions
    Post by Korey Albu on 07. Aug 2014 at 08:26

    Carlin wrote on 20. Apr 2011 at 03:48:
    Launcher suggestions:

    1) Leave the AML with two launch tubes, but allow it to store up to 10 ACM. Give the AML a very simple menu that shows how many AML it has.

    2) In the Targets menu, allow the player to replace the loaded missile with a missile stored in the same CML by left-clicking on the stored missile. The loading timer would reset to 0%. Maybe have it ignore the left-click if the stored missile is of the same prototype as the loaded missile.

    3) Give the CML a small menu with a droplist to allow the player to select one prototype. That CML will then only be loaded with that prototype and no others.

    Those were very good suggestions.. These suggestions will make the case lot easier and exciting..

    Title: Re: Suggestions
    Post by Korey Albu on 08. Aug 2014 at 08:36

    Korey Albu wrote on 07. Aug 2014 at 08:26:

    Carlin wrote on 20. Apr 2011 at 03:48:
    Launcher suggestions:

    1) Leave the AML with two launch tubes, but allow it to store up to 10 ACM. Give the AML a very simple menu that shows how many AML it has.

    2) In the Targets menu, allow the player to replace the loaded solar panels manufactured by solar panels factorystored in the same CML by left-clicking on the stored missile. The loading timer would reset to 0%. Maybe have it ignore the left-click if the stored missile is of the same prototype as the loaded missile.

    3) Give the CML a small menu with a droplist to allow the player to select one prototype. That CML will then only be loaded with that prototype and no others.

    Those were very good suggestions.. These suggestions will make the case lot easier and exciting..

    What guys you think about suggestions..

    Title: Re: Suggestions
    Post by Lord Danil on 09. Aug 2014 at 18:40
    All suggestion is very good, but we don't know about it integration to game.

    Polynetix Forums » Powered by YaBB 2.5 AE!
    YaBB Forum Software © 2000-2010. All Rights Reserved.