Frozen Synapse "The Ultimate Tactical Game" from Mode 7

Maybe they will or maybe even make some sort of Facebook version? That could work, although I don't know how many people would play that on FB or in a browser.

I'm up for it, Liquid. PM me.

Alright, my brother declined so I've got a spare key. First one with $11 is in.

[Edit] SOLD! Robear gets the other half of my heart pendant.

Mode 7 Support got me up and running on the Mac right away this morning. so I have an extra license from the sale if anyone wants it ($11). PM me.

Edit: SOLD to Yoyoson.

Okay, this game is much more impressive when played than the pics might lead you to believe. Very tense and thoughtful.

It reminds me a lot (A LOT!) of Laser Squad Nemesis, but without the pesky subscription fee.

Welcome to Frozen Synapse: you clearly have a friend!

YAY! Thanks to AP Erebus the Aussies are coming! Just look for Prozac.

Prozac wrote:

Welcome to Frozen Synapse: you clearly have a friend!

YAY! Thanks to AP Erebus the Aussies are coming! Just look for Prozac.

When I first loaded this game... it struck me. This is a Prozac game

Sorry if I'm being dense here, but I've been playing the single-player and have never once seen a rocket or anything. Are there settings anywhere that let you specify number of players per side or troop types to be spawned? Or do you have to mess with the editor for that?

Just played through the tutorials and managed to get a win against the AI on my first game. This is really interesting. It's also nice to see how much of a difference miniscule things can make. In my planning stage I predicted a sniper walking into my machine guns field of fire and me scoring a kill, in hte resolution the sniper did do that, but about 2 pixels to hte left and managed o pick off my machine gunner who had his firing arc cut down because of those 2 pixels. I shotgunned the sniper in hte face next turn so it was okay

Just to clear it up, I didn't offer the deal, i took Jeff-66's offer. Originally I was going to buy the game and give away a key but my brother robbed me so I had to get my hands on the game as cheaply as possible :\

liquid wrote:

Just to clear it up, I didn't offer the deal, i took Jeff-66's offer. Originally I was going to buy the game and give away a key but my brother robbed me so I had to get my hands on the game as cheaply as possible :

Sorry, I meant Liquidmantis :-\...

johnnypolite claimed my offer, so it's off the market.

I'll offer the same deal Liquid offered- I've got an extra beta/retail copy to get rid of for $11. First to PM me gets it.

[EDIT] Johnnypolite claimed the offer.

I have the same problem with Dimmerswitch and Switchbreak, I just call them both Switch.

After playing this for a while, I ended up buying Rainbow Six 3 Gold from Steam because someone mentioned you could watch the AI play out your plans -- so awesome! Now I'm enjoying both games for the price of Frozen Synapse alone, since Yoyoson was kind enough to purchase my second copy of FS. Wee!

I've played a couple of games plus some AI. It's pretty sweet, although obviously a work in progress. Some of the interface is fiddlier than it has to be. I like the dynamic of being able to have multiple games going, PBEM style, almost real-time. The puzzle modes are good fun.

I'm on as jlaakso. They should have a clan/team mechanic for grouping.

Really looking forward to them making this an even more polished game in the near future, I'm glad I took the plunge with a friend from work.

ebarstad wrote:

After playing this for a while, I ended up buying Rainbow Six 3 Gold from Steam because someone mentioned you could watch the AI play out your plans -- so awesome!

I believe this functionality was added as early as the original Rainbow Six Eagle Watch expansion pack.

ebarstad wrote:

Rainbow Six 3 Gold from Steam

Hmmm, I believe I never played R6 3 on the PC... is it considerably better than the really not very good Xbox version (which I did play quite a bit nonetheless)? From the screenshots it looks like the same game, except prettier. The Xbox version of R6 3 was woefully streamlined from the R6 I used to know and love (Rogue Spear all the way!).

I've been playing as Tkyl. I'd love to get some games in with some people. Even if it's all done PBEM.

The mechanic of having, say, 4-6 games going at a time works really well - usually there's always a turn ready once you've submitted one. The games are just small and tight enough to not become confusing. I would love a chance to have bigger scenarios, though, like 10 on 10.

I was initially caught off guard a great many times by not micro-ing my corners to just have the gun peeking out behind the corner. That's a bit fiddly to do, though. Also, the pathfinding really blows. It's the worst I've seen in many years. Thankfully that's easily remedied, but it's an annoyance, regardless.

This is genuinely a new experience and one I'm very happy to be supporting in beta.

I played Tkyl, and lost 2-4, but the game didn't register my kills. Odd. Still, lots of fun.

Rexneron wrote:

Got an extra code to sell for $11, PM me if interested.

I think you should offer it to Dpad and jonstock first so you can beat them over and over again. Get them back for Neptune's Pride!

checkm-8 wrote:
Rexneron wrote:

Got an extra code to sell for $11, PM me if interested.

I think you should offer it to Dpad and jonstock first so you can beat them over and over again. Get them back for Neptune's Pride!

Good point, but someone just beat them to it!

Got an extra code to sell for $11, PM me if interested.

Already spoken for.

Has anyone else had the issue where this happens:

1) You give your guys orders.
2) You commit to the orders.
3) Once the opponent has commited to orders, you see things happen as expcted.
4) As you're commanding the next set of orders, a couple guys randomly get these random orders that you can't change.
5) Sometimes it prevents you from submitting a turn (guy gets stuck in the wall) sometimes it doesn't.
6) You exit out of the game and then come back.
7) You replay the first turn and your guys magically did these random orders that showed up instead of the ones you originally gave.
8) You can now continue like normal (though you've usually lost because your people got themselves killed)

I had this happen today. I set up these perfect moves which trapped the other player allowing me to kill a couple of his guys without harming mine. However I then got this bug, which reversed my good orders and had my people walk to their deaths.

Tkyl wrote:

Has anyone else had the issue where this happens:

1) You give your guys orders.
2) You commit to the orders.
3) Once the opponent has commited to orders, you see things happen as expcted.
4) As you're commanding the next set of orders, a couple guys randomly get these random orders that you can't change.
5) Sometimes it prevents you from submitting a turn (guy gets stuck in the wall) sometimes it doesn't.
6) You exit out of the game and then come back.
7) You replay the first turn and your guys magically did these random orders that showed up instead of the ones you originally gave.
8) You can now continue like normal (though you've usually lost because your people got themselves killed)

I had this happen today. I set up these perfect moves which trapped the other player allowing me to kill a couple of his guys without harming mine. However I then got this bug, which reversed my good orders and had my people walk to their deaths.

I have had the following issue, which may be related to what you're describing: Rocket or grenade fire commands, given at the beginning of a turn, get "stuck" and cannot be deleted, even though the plan has not been committed. This is a known bug. I think the problem is that rocket and grenade fire commands given during a prior turn but not yet fully executed are supposed to be uncancelable in the turn in which they will be executed. The implementation of this behavior sometimes catches commands at the very beginning of a new turn.

grobstein wrote:

I have had the following issue, which may be related to what you're describing: Rocket or grenade fire commands, given at the beginning of a turn, get "stuck" and cannot be deleted, even though the plan has not been committed. This is a known bug. I think the problem is that rocket and grenade fire commands given during a prior turn but not yet fully executed are supposed to be uncancelable in the turn in which they will be executed. The implementation of this behavior sometimes catches commands at the very beginning of a new turn.

I've encountered this issue as well. But the one I'm describing is a little different. It basically rewrites what you did the previous turn. It's very strange.

I've had a few cases where my guy would not execute his orders or just turned in his place to look at the wrong direction, even though I always make several trial runs that everything should go smoothly.

But really, the multiplayer lobby's sluggishness is the big deal for me. It's frustrating to click on a turn and then have it register some 10-30 seconds later. Refreshing the game list takes far too long, as well.

But I knew it was still very much in development, going in, and the actual gameplay still rocks.

I've had that too, jlaskso, as well as grenade guys who won't stop throwing grenades (necessitating a run away every turn to avoid the explosion - the throw is not outside the range of damage). Sometimes my guys disappear except for the selected ones. There are other bugs.

I'm not enjoying it yet, really. One of the factors is that the setups seem truly random - I've had a few where I lost 3 of 4 guys in the first turn because all they could do was scamper for cover. Needs work.

Tkyl has been very kind to play games with me so I can get a feel for the human factor. The game has promise, but it's still a mess right now.

Robear wrote:

I've had that too, jlaskso, as well as grenade guys who won't stop throwing grenades (necessitating a run away every turn to avoid the explosion - the throw is not outside the range of damage). Sometimes my guys disappear except for the selected ones. There are other bugs.

I'm not enjoying it yet, really. One of the factors is that the setups seem truly random - I've had a few where I lost 3 of 4 guys in the first turn because all they could do was scamper for cover. Needs work.

Tkyl has been very kind to play games with me so I can get a feel for the human factor. The game has promise, but it's still a mess right now.

Robear, I assume you've only played Extermination games? Those are always random setups. We should try a hostage or charge game mode next. You get to place you guys in predetermined areas in those, so it makes for a much nicer setup.