Another day down, and somehow Sea Battle is remarkably close to the finish line. (No idea what I’m talking about? See previous blog entries 1, 2 & 3.)
First things first, my failings: CPU use and mouse sensitivity are still not fixed. I’m now having to re-render more of the window on each refresh than before, so if anything they might be slightly worse.
On the Facebook thread, Scott and Mark mentioned an AI issue in that a suitably scary player ship, when parked close to but slightly off to one side of the enemy base, will be ignored by enemy ships in favour of attacking the player base instead – even when they have no hope of destroying the player’s base before their own is destroyed. As far as I know that issue is still there, though improved enemy research and build AI should mean the enemy is pumping out ships just as scary as yours.
On to the new features:
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All 10 hulls, weapons, engines and radars are now implemented
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You can now choose between them when setting build orders, so you can build in whatever configuration you like
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Research is now implemented – click on an unresearched component to start researching it
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You start the game with only basic components, and must research more to survive
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Colours: Grey - not researched yet, Green - researching now, White - available, Yellow - selected (clicking Build will build this)
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Enemy AI now handles its own research
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Enemy AI now builds intelligently rather than randomly
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You can now drag a box to select multiple ships
And bug fixes / tweaks:
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Base health significantly increased
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Building a second ship without moving the first no longer places them on top of one another
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Pathfinding code tweaked to cope with much faster/slower ships now all the hulls and engines are available
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Fixed an issue whereby the blue radar circles were drawn at half the ships’ actual radar range
Still to come:
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Ship / submarine hull and vs ship / submarine weapon distinction
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Tweaks to enemy AI
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CPU use / mouse responsiveness fixes
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Menu system and difficulty picker
If you’d like a good strategy for beating the game at this point, I recommend you begin by keeping your build queue about 3-4 ships full, building the best thing you can at any point. Research-wise, rush down the weapons tree as far as Harpoon missiles, throwing in a couple of hulls and radars. Avoid engines for now. As soon as you have Frigates with Harpoons and Radar Mk 4, keep building them until you’ve fended off all the enemies near your base and you have a fleet of 15-20 of them, then move them all right up to the enemy base. With that fleet you should be able to destroy the base before the ships they build wear yours down too much.
Comments
its looking good thow fution powerd PT boats are just silly out of intrest are you planing on putting in any ecomny aspects or bace upgrads such as defence turets or intresting buildings? but looking vary good
awesome! But i can't win. Those little ones just ruin my fleet everytime
haha didn't rellise you had to click on the upgrade. Quality game mate! (I was obsessed with Red Alert as a child)
uh... how do you research anything? I've clicked on everything I can on the right side and can't seem to make it do anything beside build new ships
oh right you click below the current one
Patrol boats with rail guns are hilarious
@Mark: I wasn't planning on an economy or buildings, to try and keep it simple. See my latest post for the great debate on whether it should be simple or not :)@Sam: If the AI is ganging up on you with Patrol Boats, try researching some better radar to give you a range advantage as they'll go down in two shots from a Harpoon. With a couple of radar levels of advantage, you should easily be able to get those off before the enemy ships can fire.
I'm v. impressed. Although it's all time that should have been used to practice your dig-set-spike.
In the rain? I'll pass, thanks :)