Forum Replies Created
-
AuthorPosts
-
KrisKeymaster
I think the reason the losses are grouped together as ‘casualties’ is just to keep things simplified. I’ll think about adding an optional screen to get more detailed infomation after the battle.
KrisKeymasterNot sure yet. I’ll see how things stand after the Great War updates are released out of beta.
KrisKeymasterThanks for the ideas. Antietam is one of the earliest battles I ever studied (the bridge you’re referring to is probably Burnside Bridge). There will be more battles added to the sandbox mode. I’m still currently working on an update for the Great War game which is still in beta and I’m not sure exactly how much longer it’s going to take. The beta testing is going well so I will probably release an early access or a beta to try before I fully release the next game.
KrisKeymasterI do intend to revisit the American Civil War at some point. If you have any ideas that will make a great set of scenarios then please let me know. 🙂
Thanks for supporting the games!
KrisKeymasterThe 12th version of the beta is out now!
1.1 Beta 12 Change Log
*Fixed Sprite facing and gun smoke alignment
*Fixed a crash bug if an AI aircraft could not find any targets
*Gallipoli sandbox out of beta
*Wilson’s Creek to sandbox
*Minor bug fixesKrisKeymasterThis is a bug that has been mentioned. I’m yet to recreate it, so any more information that you can give me will be great. For example: Are there any particular maps where it happens? Is there any particular units that suffer from this? Approximately how many men are remaining in the unit that is being fired upon when this bug happens?
Can you tell me what device you were using when you encountered the crash?
Thanks for your help.
KrisKeymasterNice idea. I am hoping to further develop the leadership points system to give units their own abilities.
KrisKeymasterThanks! Looks interesting. I don’t have an iOS device, so I’ll have to make do with YouTube videos.
KrisKeymasterThanks. I’ll take a look at that.
KrisKeymasterYeah, something like that. Just an idea so far.
KrisKeymasterThanks for the ideas guys. Pre-musket eras are definitely something I want to take a look at. There will need to be some fundamental changes to the gameplay first though. Please let me know if you have other thoughts on this. Pikemen with the ability to fix enemy units maybe?
KrisKeymasterYou’re welcome about the Cossacks, it was your idea.
Thanks for the new ideas. If I include flamethrowers in the future I think I might make them a dedicated unit.
Does anyone else have any thoughts about these ideas?
KrisKeymasterHi!
This new forum is a bit more streamlined and less buggy than the last one. The other forum just had too much maintenance for a small community. There’s still some work to do with this forum, so I hope you’ll come to like it. 🙂 Is there anything you particularly miss from the other forum?
KrisKeymasterGreat idea about the Cossacks! I’ll probably include them too. 🙂
April 21, 2018 at 4:58 pm in reply to: Poll: Eras you would like to see in a future Pixel Soldiers game #927KrisKeymasterMany thanks to everyone who contributed! Here is the final tally for this poll…
Ancient: 6
Medieval: 7
Renaissance / Pike & Shotte (approx 1500 to 1700): 6
18th Century (1700 to 1792): 6
Napoleonic (1792 to 1815): 10
19th Century European and American Wars: 4
Colonial Wars (Examples: Zulu War, American West): 9
Early 20th Century (up to 1939): 4
World War 2: 13
Modern (1945 onward): 7
Fantasy: 4
Sci-Fi: 3
Other: 3World War II wins, with Napoleonic warfare close behind. I was surprised to see that colonial warfare fared so well, coming in third place. Interestingly all the choices had at least a few votes. I may hold another poll in the future to see if the results change as more games get released.
-
AuthorPosts