ZX RULEZ

ZXNet echo conference «zx.spectrum»

From Vyacheslav Mednonogov To All 20 June 1997


Get Msg, Alex!

16 Jun 97 09:58, Alex Letaev communicated with Vyacheslav Mednonogov about {Re: ZX RULEZ}:

VM>> Well (with a sigh), so be it - prepare 7 MHz.
AL> But this is probably in vain!

Okay, the problem seems to have been solved (for now :). The sprites of only three of the rarest heroes were cut down (in the sense that for them the right-hand image turns out to be a mirror image of the left sprites. According to the tables, this takes ~3000 clock cycles) - the demon, the wall-cutter, the bone-crusher. This gave an additional 2.5k - should be enough for
the most sophisticated intellect :))
Apparently, the game will have 3 difficulty levels:
1. normal (copy from WC1), the last two or three levels are missing.
2. difficult (smarter enemies + stricter rules)
3. especially difficult (the same as 2, but with a ban on shipments during games)

The main assessment of the player’s actions will be the time it takes to complete
the levels and the game as a whole - IMHO, that’s fair.

Although I haven’t gotten close to the intellect yet, I managed to clean up
almost all the glitches and complete all the shortcomings :) Incl. a system of alert
indicators has been introduced (in the lower right corner), reporting an attack, completion
of construction/production, destruction of buildings, etc.


Warm greetings, Slava!


From Alex Letaev To All 24 June 1997


Hello Vyacheslav Mednonogov! In a message of 21 Jun 97 Vyacheslav Mednonogov wrote to me:

VM> Okay, the problem seems to have been resolved (for now :). The sprites of just
VM> three of the rarest heroes were cut down (in the sense that for them the right-side
VM> image turns out to be a mirror image of the left sprites. According to
VM> tables this takes ~3000 clock cycles) - the demon, the wall-cutter, the bone-crusher. This
VM> gave an additional 2.5k - should be enough for the most sophisticated
VM> intellect :))

Class!!!

VM> Apparently, the game will have 3 difficulty levels:
VM> 1. normal (copy from WC1), the last two or three levels are missing.
VM> 2. difficult (smarter enemies + stricter rules)
VM> 3. particularly difficult (the same as 2, but with the prohibition of shipments during
VM> the game)
VM> The main assessment of the player’s actions will be time
VM> passing levels and the game as a whole - IMHO, fair.

Time is a useful factor that will provoke re-playing the game
to get a cooler result! Good idea!!! How many levels will there be?

VM> Although I haven’t gotten close to intelligence yet, I managed
VM> to clean out almost all the glitches and finish all the shortcomings :) Incl.
VM> system of warning indicators (in the lower right corner) has been introduced, informing about
VM> attack, endconstruction/production, destruction of buildings and
VM> etc.

As I understand it, it has already turned out better than Warcraft!!!

Sincerely, Alex from FFC COMPUTERS.


From Sergei Novikov To All 25 June 1997


Greetings, Vyacheslav! Glad to see you again!

Answering yld Tuesday, the 24 of June 1997:

VM> This is too much. In WC1, usually the number of units on the human side does not exceed 30-35, on the computer side - 50-60 (final levels). In WC2
VM> this number is 1.5-2 times higher (including due to the fact that the computer game
VM> is built on defense). The spec will handle it quite well (according to measurements at 3.5 MHz -
VM> fits between FAST and FASTER from WC1, and at 7 MHz - finally... :))
VM> However, maybe there are already strategies for 1500 thousand heroes :-?

In This Means War, the number of units could be very large, (but not 1500 ;) but
brakes there were even more. There is no point in playing at high levels less than PENTIUM 166. And even then the brakes.


Hasta la vista, Vyacheslav! See you in Eden!

·∙ Novikov Sergei AKA Spirit/CS ∙·
[Team ZX ASM] [Team AMD - Amiga Must Die]
[Team Aries Rulez Forever]


From Alex Letaev To All 27 June 1997

AL>> As I understand it, it’s already turned out better than Warcraft!!!

VM> Nope :( This is just due to poverty - you can’t tell by voice through AY, and
VM> displaying a warning message on the screen is a hassle (you need a font with
VM> mask + it’s impossible to hold the message while scrolling)
VM> The indicators are as follows: 1) us are attacking, 2) we are attacking, 3) a
VM> building has been constructed, 4) a person has been produced, 5) the building has been destroyed (including mines and
VM> enemy houses), 6) the level of destruction of the building has exceeded 25%.
VM> The last indicator is especially important for the game on increased
VM> difficulty, because in this case, our buildings, which received 25% destruction
VM>, slowly burn to the point of complete destruction :( and they need to be repaired.

Well, how can I say, for me it’s more convenient when the information is on the screen, since during
a tough battle you don’t really pay attention to outside shouts.