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RE: Wishlist (cont'd)

 
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RE: Wishlist (cont'd) - 7/18/2006 12:47:09 PM   
Tomus

 

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I don't know how easy this would be to implement nor if anyone wants it. But the LOS tool while great I would find a 2D drawing at the bottom for even quicker viewing of the slope:

For example:

If you see the crude and picture underneath it just gives for me a better sense of the ground in front of me. Its a 2D section of what the LOS tool produces....

Is that a possibility, or would anyone find it helpful?

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Post #: 31
RE: Wishlist (cont'd) - 7/24/2006 4:03:25 AM   
Analog Kid


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quote:

ORIGINAL: Arjuna

TT2977 - UI - Add range to the LOS tool


If you look at the LOS tool it shows range. Each line is 100 meters.



The problem I have is the LOS tool disappears off the map and becomes useless. I play in 1024x768 btw. Tomus suggestion of a 2D map is intriguing, but the LOS tool all ready does it. I think making it another color like red would help. But the big problem is being able to see what it shows ,rather than have it disappear would be a big help.




< Message edited by Analog Kid -- 7/24/2006 5:22:35 AM >


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- US Army Field Regulations, 1861

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- Actual Factual Truth~9 times out of 10

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Post #: 32
RE: Wishlist (cont'd) - 7/24/2006 5:01:16 AM   
Arjuna


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Re Range: Point taken about the range ( well actually it is in 100m increments ), but I still think that for BFTB we'll try and add in a text number every kilometer, just to make it easier.

Re Dissappearing lines - I accept that in some cases this occurs. But if we reduce the scale to avoid this then in most cases there won't be a significant enough differentation to be of any use.

Re Side on line drawing - it has merit but we will need to ponder this idea. Main problem is to get it to look good enough - for instance how much of the screen do we cover, what scale do we use.

In the long run I would like an "option" to display a 3D map. This would negate the shortcomings currently encountered with trying to present 3D info on a 2D map.


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Post #: 33
RE: Wishlist (cont'd) - 7/24/2006 5:23:02 AM   
Analog Kid


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Opps I did mean 100m :) post edited. A 3D map just to be able to look at
would be real cool.

S!

< Message edited by Analog Kid -- 7/24/2006 5:38:35 AM >


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- US Army Field Regulations, 1861

Never trust a private with a loaded weapon, or an 2nd Lieutenant with a map.
- Actual Factual Truth~9 times out of 10

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Post #: 34
RE: Wishlist (cont'd) - 7/24/2006 8:51:39 AM   
GoodGuy

 

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Just to make sure that my answer to Analog Kid's post ("Just got it" thread) is regarded as wish, so I put the quote (his initial idea) and my reply on this list.....

quote:

ORIGINAL: Analog Kid

#5 After bombarding then reselecting the unit from the FS tag, can
the bombard icon remain at the last place bombed? It would be easier
IMO to drag it where you want now or repeat bombard. A CMD load thing
again for me :)


[5] Well, interesting idea.....Since detached artys carry on with on-call duties, it would be even more interesting to get a switch for those units:

A simple switch: "on-call" (player AI), "no on-call" (player assigns bomb. missions for this unit, exclusively). Arty units which are not executing on-call duties could leave their task pointer on the last location that got bombarded....I guess this would work way better (maybe easier to implement too), with less "click-ology" and the "rest after bombard"-command would be a real killer here, if used in conjunction with a so-called "player bombardment-unit". Also, the "rest"-switch should be moved to each and every bomb. unit, instead of being a global command for all bomb. units (= more flexibility).


< Message edited by GoodGuy -- 7/24/2006 8:54:46 AM >


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Post #: 35
RE: Wishlist (cont'd) - 7/24/2006 10:27:42 AM   
Arjuna


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re Arty order icon. Sorry but this won't work. We purposely and automatically issue them with a defend or rest order once they finish bombarding. Because this is an in-situ order the icon wil be located above the unit. If we don't do this arty units will become fatigued pretty damm quick. To do what you suggest would involve adding yet more special case code to what is already very complex code. So I'm not in favour of that.

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Post #: 36
RE: Wishlist (cont'd) - 7/24/2006 11:10:59 AM   
GoodGuy

 

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What I understand is that it's too hard (or unwanted) to let the arty task pointer stay at the last targeted spot. Ok.

But what about the switch?
A "simple" switch for each bombardment unit, where the player decides whether the unit should act as "on-call"-unit (guided by the Player AI) or as a unit that waits for bombardments issued by the Player exclusively.

quote:

ORIGINAL: GoodGuy

A simple switch: "on-call" (player AI), "no on-call" (player assigns bomb. missions for this unit, exclusively).


That would be a nice improvement. Is that possible???

Also, I don't see why a global "rest after bombard"-order couldn't be transferred to the bomb. units themself, making it a local option only (=more flexible)?

You might get the basic idea.

< Message edited by GoodGuy -- 7/24/2006 4:07:16 PM >


_____________________________

"Aw Nuts"
General Anthony McAuliffe
December 22nd, 1944
Bastogne

---
"I've always felt that the AA (Alied Assault engine) had the potential to be [....] big."
Tim Stone
8th of August, 2006

(in reply to Arjuna)
Post #: 37
RE: Wishlist (cont'd) - 7/24/2006 1:56:27 PM   
Arjuna


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GoodGuy,

PM sent.

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Post #: 38
RE: Wishlist (cont'd) - 7/24/2006 2:41:24 PM   
Analog Kid


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How bout using hyperlobby to help with the multi-player. I play IL2 Forgotten Battles thru it and it (HL) runs very well. Its easy to see if someone wants to play, just check the lobby for the game. Here is a link to how one gets a game added to HL and looks like its free to have a game added (except for a copy of the game)

http://hyperfighter.sk/modules.php?name=Forums&file=viewtopic&t=1499

S!

< Message edited by Analog Kid -- 7/24/2006 2:43:35 PM >


_____________________________

Coffee tastes better if the latrines are dug downstream from an encampment.
- US Army Field Regulations, 1861

Never trust a private with a loaded weapon, or an 2nd Lieutenant with a map.
- Actual Factual Truth~9 times out of 10

(in reply to Arjuna)
Post #: 39
RE: Wishlist (cont'd) - 7/25/2006 8:36:51 AM   
Analog Kid


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add to above
An Offical IRC type chat room or teamspeak server. Or an In-game browser to help find opponents. I hate icq type stuff  to much like a cell phone or pager on your person at all times. I dont want to be connected :) And to easy to miss a game using email or to time consuming to set one up that way. Guess Im just lazy

S! 

 

_____________________________

Coffee tastes better if the latrines are dug downstream from an encampment.
- US Army Field Regulations, 1861

Never trust a private with a loaded weapon, or an 2nd Lieutenant with a map.
- Actual Factual Truth~9 times out of 10

(in reply to Analog Kid)
Post #: 40
RE: Wishlist (cont'd) - 7/25/2006 4:35:37 PM   
Analog Kid


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Could you make the game menu minimiziable? I find I use it alot, but while pasteing screen shots or messing with Team Speak or such it gets in the way

S!

_____________________________

Coffee tastes better if the latrines are dug downstream from an encampment.
- US Army Field Regulations, 1861

Never trust a private with a loaded weapon, or an 2nd Lieutenant with a map.
- Actual Factual Truth~9 times out of 10

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Post #: 41
RE: Wishlist (cont'd) - 7/25/2006 4:48:19 PM   
Analog Kid


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From my post in Httr Wish List. Just wanted to remind ya cause it didnt get a TT :)

quote:

My problem with route marches is that I generally know approx where I want ,say the Irish Gds to go, but Im still developing the 'big picture'. Now what happens to me is I set them in motion with a move waypoint to an area that I am reasonably certain is safe , then continue with the battle. If I dont get to back to them before the get there, they set-up in AA(assembly area)/defensive postion. Which takes time to setup and time to get back into route march formation... I want to be able to continue the march as quickly as possiable when I know where I want to send them. I would like the ability to have a formation stay in road column. Not to have to drag them out of a forest, or urban area which aint quick.


Your Answer Arjuna
quote:

Re Staying in Road Column. Not a bad idea as an option for a Move task. I'll see what we can do ( too late for COTA now ) for BFTB.


S!


_____________________________

Coffee tastes better if the latrines are dug downstream from an encampment.
- US Army Field Regulations, 1861

Never trust a private with a loaded weapon, or an 2nd Lieutenant with a map.
- Actual Factual Truth~9 times out of 10

(in reply to Analog Kid)
Post #: 42
RE: Wishlist (cont'd) - 7/26/2006 5:33:08 AM   
Arjuna


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Fair enough.

TT3023 - UI - AI - Move Task - Add option to stay in advance formation

The question is if you do not specify a formation, the AI may change this during the move - eg if it encounters enemy. So I would recommend this option only apply where you specify a particular formation.

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Post #: 43
RE: Wishlist (cont'd) - 7/26/2006 1:12:37 PM   
Analog Kid


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Yes I not looking for it as a default setting, but as a choice. The US Army calls it a herringbone formation, do the Aussies call it the same? Using the advanced tutorial as an example, I would like to be able to keep the 1st Arm Bde in route formation rather than tie them up in an assembly area. Now another thought would be to reduce the assembly time,for the next order, since it basically is still assembled. Even if ya had to wake everyone up, it still be much quicker than exiting a AA, esp at night and esp with a force of that size. The downside to it would to be caught strung out, but sometimes ya gotta take chances :)

S!

< Message edited by Analog Kid -- 7/26/2006 1:18:27 PM >


_____________________________

Coffee tastes better if the latrines are dug downstream from an encampment.
- US Army Field Regulations, 1861

Never trust a private with a loaded weapon, or an 2nd Lieutenant with a map.
- Actual Factual Truth~9 times out of 10

(in reply to Arjuna)
Post #: 44
RE: Wishlist (cont'd) - 7/27/2006 3:58:47 AM   
Arjuna


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Analog Kid,

Are you talking about what we call a road column formation?

Agree it would take less time to shake out, provided they kept the same force allocations - ie A coy in the vanguard etc. This would require special case coding to ensure no recalc of formation. It could be done, just more work for you know who.

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Post #: 45
RE: Wishlist (cont'd) - 7/27/2006 7:44:18 PM   
Analog Kid


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6) Herringbone Formation. The herringbone provides 360-degree security during a temporary halt from a march column (Figure 3-8). Troops should dismount to provide greater security. The formation may be widened to permit passage of vehicles down the center of the column. All vehicles should move completely off the road if terrain allows.

(Figure 3-8)


from
http://www.globalsecurity.org/military/library/policy/army/fm/3-21-94/c03.htm

tons of Army Field Manuals here

< Message edited by Analog Kid -- 7/27/2006 8:04:16 PM >


_____________________________

Coffee tastes better if the latrines are dug downstream from an encampment.
- US Army Field Regulations, 1861

Never trust a private with a loaded weapon, or an 2nd Lieutenant with a map.
- Actual Factual Truth~9 times out of 10

(in reply to Arjuna)
Post #: 46
RE: Wishlist (cont'd) - 7/27/2006 8:37:05 PM   
Analog Kid


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quote:

ORIGINAL: Arjuna

Agree it would take less time to shake out, provided they kept the same force allocations - ie A coy in the vanguard etc. This would require special case coding to ensure no recalc of formation. It could be done, just more work for you know who.


yes it would keep the same force allocations since it is a temporary halt. Soory about the extra work if ya decide to do it. :)

_____________________________

Coffee tastes better if the latrines are dug downstream from an encampment.
- US Army Field Regulations, 1861

Never trust a private with a loaded weapon, or an 2nd Lieutenant with a map.
- Actual Factual Truth~9 times out of 10

(in reply to Arjuna)
Post #: 47
RE: Wishlist (cont'd) - 7/27/2006 9:14:48 PM   
Robin le guetteur


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What I dream is the possibility to reorganize my force directly on the OOB, by drag and drop. To move a company from a battalion to another battalion or to create new battalions directly in this OOB. Hoewever, this new OOB offered with CoTA is simply fantastic...
 

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Post #: 48
RE: Wishlist (cont'd) - 7/28/2006 1:55:50 AM   
Arjuna


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quote:

ORIGINAL: Analog Kid
Soory about the extra work if ya decide to do it. :)


Yeh sure you are!

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www.panthergames.com

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Post #: 49
RE: Wishlist (cont'd) - 7/28/2006 1:57:28 AM   
Arjuna


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quote:

ORIGINAL: Robin le guetteur

What I dream is the possibility to reorganize my force directly on the OOB, by drag and drop. To move a company from a battalion to another battalion or to create new battalions directly in this OOB. Hoewever, this new OOB offered with CoTA is simply fantastic...
 


Well Robin, if Paul's changes to the forceGroup class get done in time for BFTB we may be able to allow players to do just that. Fingers crossed.

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Post #: 50
RE: Wishlist (cont'd) - 8/7/2006 5:08:14 AM   
mefi

 

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Not seeing A10s with HE shells

Historical Factoid - only 30 A10s for the CS role were produced, these had a howitzer. All other frontline A10s had access only to the various AP rounds for the 2lb gun as the HE shell was not issued to frontline units. It was considered to be quite a deficiency by the units which had a 2lb gun mounted on their AFVs when they encountered ATGs.

< Message edited by mefi -- 8/7/2006 5:11:49 AM >

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RE: Wishlist (cont'd) - 8/22/2006 5:15:36 AM   
Jakerson

 

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I was hoping to see in this game (or future game engines) ability to build mixed anti-personnel and anti-tank minefields to delay enemy offence forcing attacker to halt to clear off minefield at some avenue of approach and possibly cause enemy lose few men and apc.

There would be also need to add mine clearing equipment (engineers, engineers vehicles, mine-clearing tanks) to the game so different units ability to get trough minefields could be rated.

Minefield were very srategical tool in defence forcing enemy to halt and make him vulnerable to destructive artillery barrage.

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Post #: 52
RE: Wishlist (cont'd) - 8/22/2006 7:52:52 AM   
JeF


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AFAIK, minefields will be in the next game : Battles For The Bulge.
You will not be able to deploy them in-game, they will be fixed by the scenario.
But mine clearing equipements will definitively be there.

JeF.

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Post #: 53
RE: Wishlist (cont'd) - 8/22/2006 12:41:15 PM   
Jakerson

 

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quote:

ORIGINAL: JeF

AFAIK, minefields will be in the next game : Battles For The Bulge.
You will not be able to deploy them in-game, they will be fixed by the scenario.
But mine clearing equipements will definitively be there.

JeF.


Cool... Do you know if there is going to be barbed wire and tank obstacles like dragon teeth available?

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Post #: 54
RE: Wishlist (cont'd) - 8/22/2006 2:52:04 PM   
Arjuna


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We're going to simulate dragon's teeth as a terrain type. These were not effectively cleared during the war.

We also hope to have a "roadblock" class as well, which will represent a hasty obstacle thrown across a road consisting of felled trees, barbed wire and mines. This will be able to be cleared by engineers. Minefields also represent wire and other channeling obstacles.

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Post #: 55
RE: Wishlist (cont'd) - 8/22/2006 4:03:01 PM   
sterckxe


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quote:

ORIGINAL: Arjuna
We're going to simulate dragon's teeth as a terrain type. These were not effectively cleared during the war.


Never mind during the war, a lot of them aren't even cleared today. To view some pictures of the Panther beta team doing some "research" (1) into this check this out :

http://albums.photo.epson.com/j/AlbumIndex?u=4124492&a=32176742&f=

Greetz,

Eddy Sterckx

(1) It was called "research" for tax purposes / having a good excuse for the wife/girlfriend/mistress - The only real "research" I witnessed involved Ray Wolfe and some bottles of Chateau Piganeau


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Post #: 56
RE: Wishlist (cont'd) - 8/22/2006 10:24:36 PM   
RayWolfe

 

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quote:

ORIGINAL: sterckxe
(1) It was called "research" for tax purposes / having a good excuse for the wife/girlfriend/mistress - The only real "research" I witnessed involved Ray Wolfe and some bottles of Chateau Piganeau


That research was not completed. How could I possibly tell from just two magnums over two days, whether I liked it or not?
Cheers
<hic>
Ray

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Post #: 57
RE: Wishlist (cont'd) - 8/24/2006 6:13:05 PM   
Hoyt Burrass


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I'ld like to Request the inclusion of an Italian 1940 Bersaglieri Bn HQ on Bicycles.  This to go with the Bicycle Mounted Bersaglieri Coys.  We have a MC Bersaglieri Bn HQ but no Bicycle mounted HQ...

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Post #: 58
RE: Wishlist (cont'd) - 8/25/2006 1:36:04 AM   
Arjuna


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From: Canberra, Australia
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quote:

ORIGINAL: High Krausen

I'ld like to Request the inclusion of an Italian 1940 Bersaglieri Bn HQ on Bicycles.  This to go with the Bicycle Mounted Bersaglieri Coys.  We have a MC Bersaglieri Bn HQ but no Bicycle mounted HQ...



Done!

TT3062 - Estabs - Add Bicycle version of It Bers Bn HQ

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Post #: 59
RE: Wishlist (cont'd) - 8/27/2006 8:05:45 PM   
Dietl

 

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A few small details picked up after only a day with the game.

Equipment.

I can't speak for allied equipment but i noticed a few errors in equipment allocated to German units. For example i noticed that I./Geb.Art.Rgt.118 was equipped with 8 10.5cm Geb.H.40 in the Tempe scenario. It should in fact be the 7.5cm Geb.G.36 (which also equipped the II abteilung, the III had the 10.5cm Le.F.H.18 and the IV the 15cm s.F.H.18, but the IV abt. wasn't formed until Sept.41 anyway)

The Geb.H.40 doesn't even belong in the game as far as 1941 goes. The first few came into service with the 1 Geb.Div. in the summer of 1942 but it was really only in 1944 that it started to appear in numbers with some of the mountain artillery regiments. GAR 118 for example was never equipped with the weapon.


There's also a few typos here and there amongst the briefings but i'm sure they've already been picked up on.

(in reply to Arjuna)
Post #: 60
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