Tutorial

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pferdy

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Aug 10, 2010, 10:24:07 AM8/10/10
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The three starter tutorials helped a lot. It all seems easy until the
fourth tutorial. This felt like a real battle with the AI catching me
out lots of times. I'd advise people to try it 3 or 4 times to try
different strategies.

I'd like to see a few stats to show, for example, the action points
spent and the total of resources remaining.

Mikera

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Aug 10, 2010, 1:25:12 PM8/10/10
to Ironclad - Development
Many thanks Pferdy :-) Great to get your thoughts.

On Aug 10, 3:24 pm, pferdy <len...@gmail.com> wrote:
> The three starter tutorials helped a lot.  It all seems easy until the
> fourth tutorial.  This felt like a real battle with the AI catching me
> out lots of times.  I'd advise people to try it 3 or 4 times to try
> different strategies.

Do you think the difficulty level on the forth tutorial

> I'd like to see a few stats to show, for example, the action points
> spent and the total of resources remaining.

Great suggestion - I'm working on adding a new "status bar" with this
kind of information to the next update, so stay tuned!

Mikera

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Aug 10, 2010, 1:27:09 PM8/10/10
to Ironclad - Development
Sorry, the question I was trying to ask before I hit send accidentally
was:

Do you think the difficulty of the fourth tutorial should be reduced a
little?

It's a bit hard for me to judge since I've played it so many times :-)

pferdy

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Aug 11, 2010, 3:49:52 AM8/11/10
to Ironclad - Development
It suited me fine. I was left with one half dead cannon at my first
attempt, but I did win. I was convinced I was going to lose. It's
only when you lose the battle of the bridge that you see the damage
that massed rifles and skirmishers can cause. I have played several
times now and still get caught napping, but have no difficulty
winning.

The introduction of the long range artillery helps strategic thinking
- and the need to protect short range artillery.

Don't introduce any more complicated machines for the next tutorial.
It is hard enough to remember all the properties of what is already
available. To improve strategic thinking, why not have two bridges
and both sides with ships?

Minor point: Mac OSX Snow Leopard renders text OK, but Leopard
creates a bit mapped, unreadable, small font. But I don't suppose
that's your target environment. Snow Leopard runs at 70-90% CPU.
Leopard at 90-110% and did hang once.

Would like: The ability to retract last action. Reason, I accidently
click when I have forgotten something is highlighted. Not important
because commanders often do stupid things.
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