March 21, 2019 at 8:02 pm #1418
Sorry if I am overwhelming you with my suggestions, ideas, and comments. This is the first time I’m part of a community like this and my first time helping someone develop such a detailed game. I want to be involved as much possible here and make a contribution to development. I’ve waited for more then a year scrapping as much free google play money as I can to buy this game I am happy it was worth the wait and money! Now that I have been giving access to beta, I just want to assist as much as I can and so that’s why I’m being as active as I can in these forms. Thank you for also reading and replying to my messages!March 21, 2019 at 10:50 pm #1420
No you’re not overwhelming me with your contributions. I’m very grateful for it, and I welcome you to the community!
Feel free to mention what changes you think will make the game better. Currently I’m reworking leaders. Think they can be a bit more interesting.March 22, 2019 at 2:00 pm #1422
Perhaps a leadership action for the artillery is to call a barrage. This would make artillery fire have a splash damage rather then one square so damage could be dealt on a cluster of enemies.
Perhaps for leaders, you could switch from a mobile HQ to a stationary HQ. Mobile Hqs would let you take the HQ wherever it is needed on the battle field, while a stationary HQ could cover more squares. Perhaps different skills would be available depending on which HQ is set up, or kept the same.March 22, 2019 at 2:52 pm #1423
Unfortunately I found a new bug in the game that stops me doing one of my favorite things to do in the game; charging and destroying retreating or disordered units.
I was playing the last campaign in the game with the beta to test it out (I’ll write a report and opinions on that soon) and was casually having a good time. When I saw a retreating unit with about 100 men I presume , I decided to go charge at them with a healthy unit of 500+. When I did, I absolutely decimated it, but my units told me they were too strong and got disordered! I tested this with more healthy units and the same result happened. I think what happened was that the unit got destroyed, but the game didn’t register a charger result and so came to the conclusion it was a fail. This goes the same for tanks. This is a very annoying bug which takes some of the fun out of annihilating your enemy.March 22, 2019 at 4:18 pm #1424
I believe this bug happens when the disordered unit is on Barb wire or in a forest. On normal grass it’s no problem, but on Forest and Barbwire, the bug happens. I’ll keep doing further testing.March 23, 2019 at 2:14 pm #1425
I like the idea on the HQ. Maybe a mix of mobile HQ and stationary could be worth a try.
Thank you for the bug report. I will get that fixed.
Sorry for the delay in replys. Google have just taken down Pixel Soldiers Gettysburg for linking another Pixel Soldiers game. I’m going to need to push out an official update as soon as possible so I can deal with that.March 25, 2019 at 2:29 pm #1490
Tanks seem to have become stronger against Infantry now as they are longer able to be charged without losing for taking heavy damages. I’m good with this update but I do have a unit in mind that can counter the tank, but also not overpowered enough.
When the Entente began using tanks, the Central Powers were looking for a way to counter them. The Germans invented the TankGewher, a long rifle that shot a bullet big enough to penetrate the Steel, and kill the occupants. A pair of soldiers would be sent out and essentially snipe at tanks.
I believe Anti Tank units can be added to the game to be a main counter to tanks without having to sacrifice precious Artillery fire or your own tanks to take them out. They could be a small group that is only allowed to either move or fire, not both. Reason for this is because the gun was so heavy it had to have a bi pod so the user wouldn’t get knocked over by the recoil so moving and setting it down will be a lengthy process. It is also able to be counter by Infantry due to their small size, and other sentry units. But with the fact these units can remove tanks efficiently off the battle field with little effort, will be good trade off.March 26, 2019 at 1:19 am #1491
Another fine idea! I’ll look into this.May 17, 2019 at 3:08 pm #1519
Unit moves reset everytime the player exits out the current game they are in and then goes back in while on their turn, giving the player infinite moves.May 17, 2019 at 5:41 pm #1520
Which version are you running? This is something I thought I’d fixed a while back. The game is now available in open beta: https://play.google.com/store/apps/details?id=com.jollypixel.greatwar.android
Also, have you checked out the Discord server? https://discord.gg/rCdv5ze
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