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What's left for 1.9

 
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All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> What's left for 1.9 Page: [1] 2 3   next >   >>
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What's left for 1.9 - 4/20/2006 1:00:09 PM   
Black Mamba 1942


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Just thought I'd be the first one to post this thread.
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RE: What's left for 1.9 - 4/20/2006 4:07:27 PM   
Jo van der Pluym


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quote:

ORIGINAL: Black Mamba 1942

Just thought I'd be the first one to post this thread.


When?

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RE: What's left for 1.9 - 4/20/2006 4:37:16 PM   
spence

 

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Be nice if they'd fix some of the database errors.

One personal favorite is removing the 5 extra and imaginary inches of armor accorded the main battery turrets of all Japanese heavy cruisers.

I know there's more but that just came to mind right off.

(in reply to Jo van der Pluym)
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RE: What's left for 1.9 - 4/20/2006 6:02:39 PM   
6971grunt


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I had hoped they would make it easier, when assigning officers to units [air, land, or sea] that it would be easier to see which officers have good air ratings v. naval or land, or administrative. Going through the entire list can be labor-intensive at times.

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RE: What's left for 1.9 - 4/21/2006 12:30:23 AM   
Black Mamba 1942


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quote:

ORIGINAL: grunt6971

I had hoped they would make it easier, when assigning officers to units [air, land, or sea] that it would be easier to see which officers have good air ratings v. naval or land, or administrative. Going through the entire list can be labor-intensive at times.


This is a big one in my books.
Trying to find ONE halfway decent officer with patrol ratings out of a couple of hundred choices.

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RE: What's left for 1.9 - 4/21/2006 10:02:41 AM   
trojan58


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1. Surface combat intercepts during the move
2. Sub v Sub combat
3. Visible ratings for officers (so you dont have to search for the one carrier, etc commander you're after)

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RE: What's left for 1.9 - 4/21/2006 3:21:29 PM   
Drex

 

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Being able to designate a retreat hex or at least prioritize the possible retreat hexes

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RE: What's left for 1.9 - 4/21/2006 5:57:44 PM   
RUPD3658


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How about being able to prioritize ship repairs?

Also being able to ignore port/AF damage and still build forts would be nice as would the ability to intentionally destroy your own base.

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RE: What's left for 1.9 - 4/21/2006 6:03:57 PM   
Terminus


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Destroying base resources for scorched-earth tactics...

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RE: What's left for 1.9 - 4/21/2006 7:19:06 PM   
timtom


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Repair port/AF on/off toggle

Produce oil/resource on/off toggle



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RE: What's left for 1.9 - 4/21/2006 7:41:38 PM   
jwilkerson


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quote:

ORIGINAL: timtom

Repair port/AF on/off toggle

Produce oil/resource on/off toggle




If you guys want to add items to the "list" for future consideration, please put them in the WITP Wish list sticky thread ... when the time comes to gather input for a future patch, we will not have the resources to search through threads all over this forum for input. We will go to the WITP Wish List thread.

Thx.



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RE: What's left for 1.9 - 4/22/2006 1:52:38 AM   
Black Mamba 1942


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These have already been listed there for the past 20 months!

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RE: What's left for 1.9 - 4/28/2006 6:24:14 AM   
pad152

 

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Fix the interface bugs in 1.9!

1. When opening a base info window and the mouse happens to land on one of the items in the list (land, ship, airgroup unit) and it opens the next window, like the unit detail screen.

2. Many of the buttons in different windows accept multiple mouse clicks. This was fixed with the divide unit button.

3. The Save game crash bug!

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RE: What's left for 1.9 - 5/17/2006 1:34:01 AM   
langley


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Sort out Air to Air combat Once and for all!

MJT

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RE: What's left for 1.9 - 5/20/2006 10:15:42 PM   
rtrapasso


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Fix sub transport ("sticky slots" problem) and Fast Transport pickup problems.

The last has many problems - loading supplies instead of picking up troops, interface problems (possible to order a mission that the game will never perform, esp. picking up troops from non-base hexes), etc.

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RE: What's left for 1.9 - 5/21/2006 11:12:23 PM   
scout1


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quote:

Just thought I'd be the first one to post this thread.


You realize that this is probably a copyright violation .........

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RE: What's left for 1.9 - 7/31/2006 6:30:28 PM   
Feinder


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When using the in-game database, if you try to sort by plane type (ie. dive-bomber, patrol, whatever), it actually sorts by name.  Kinda annoying.

-F-

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RE: What's left for 1.9 - 7/31/2006 6:50:38 PM   
Charbroiled


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Small interface bugs:

1. Clicking on the airfield symbol on the map brings up the list of air units....then clicking on an individual unit works fine, but then when the "back" button is clicked, it goes back to the map instead on the unit list.

2. Please show whether the "industry" is being repaired or not on the industry list for the base.....or fix the back button so it will take you back to the industry list if you went from the the list to a specific industry.

3. Please add an air unit list for individual carrier TFs, as there is for land bases.

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RE: What's left for 1.9 - 8/1/2006 6:23:55 AM   
LittleJoe


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Kill the Sync Bug, id rather have the Leader bug back than this!

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RE: What's left for 1.9 - 8/14/2006 1:20:19 AM   
tacticon

 

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CS Transport TF carry fuel and supply by default.
CS Cargo TF carry oil and resources by default.

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Tacticon

What if there were no hypothetical situations?

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RE: What's left for 1.9 - 11/5/2006 10:56:12 PM   
Seraft

 

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No more death Star effect, only like this. No more letal Allies CAP with corsair.

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RE: What's left for 1.9 - 11/8/2006 9:27:41 PM   
Seraft

 

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and plz, the pilots, the japanese player need more pilots, i think implant system to expand the training pilots per month.

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RE: What's left for 1.9 - 11/18/2006 5:31:38 AM   
1EyedJacks


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The ability to dump info to a txt file from the screens...

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TTFN,

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RE: What's left for 1.9 - 12/8/2006 1:02:47 AM   
pad152

 

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Some AI Changes:

Japan AI - get it to invade some different places, it always invades the same places in every game. A little ramdonness would go a long way.

Allied AI - Stop the computer from sending allied carriers one at a time right pass Kwajalein, only to get sunk and stop it from sending tankers to far away strange places, like right pass the Japan coast!


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RE: What's left for 1.9 - 12/8/2006 11:17:48 PM   
spence

 

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Incorporate Andrew Brown's map...that would practically make it a whole new game.

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RE: What's left for 1.9 - 12/9/2006 1:34:24 AM   
Halsey

 

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Good to see you get on the CHS bandwagon spence.

Stock?
What's stock?

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RE: What's left for 1.9 - 1/14/2007 2:07:54 AM   
shawn118aw

 

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    Here are a few that I have been wishing they would apply for a long time now.
1.  Tone down the Costal Gun Fire effectiveness by 1/6.  Let the player decide what hex side direction each unit will defend.  Also, once a landing force in ashore then the STATIC costal guns are considered eliminated.
2.  On the Ship and Task Force display next to the speed #, show the fuel loads in % remaining just like the Air Strike, Guns, AAA, and ASW % percentages.  I never know when a ship is fully loaded without a chart.
3.  On the Task Force display add and ETA (what day of arrival) to the destination.
4.  On the Task Force display add a NOTE pad for players to type in notes for that TF, I lose track for what I want them to do or load—only say 80 spaces for data.
5.  Allow the player the option to turn off the options on the Task Force Display (master), i.e. the Retirement Allowed, Unload on arrival, ECT.
6.  Add a list that show when a Task Force as arrive at it destination and is awaiting order, this is for a TF does not get lost in the crowed and just sits around for a week.
7.  Allow the player to set a day of arrival for a Task Force at a location.
8.  Add a button to allow the player to direct that a Task Force either Bombard or Land at night.
9.  Add a button to give the player the option to turn OFF the Political Points limitations.
10.  Add a button to give the players in Surface Combat the options to either Withdraw or stand and fight no matter what.
11. Can you set the screen to a larger font (or hive me the option…PLEASE?)
12. Replacements, no auto replacements just showing up thousand of miles away.  Aircraft only show up in the US or Japan the same as ships.  As for ground forces, when ever the parent unit request replacements, then each county would produce them and these would show up in the US and Japan like units that are divided and then they have to be shipped.
13.  Have a stacking value for each hex for ground units. 
14.  Allow aircraft to target enemy Task Forces, individual ground units, and supply depots.
15.  Allow naval bombardment Units to target individual ground units, airbase, ports, or supply depots.
16.  Have a report for button for Resources and location, Oil and location, naval repair location and capability.
17.  On the ship losses table, include a summary number and date the ship was sunk.
18.  Allow Task Forces to have multiple stops and actions as an option
19.  Have a separate and detailed report for ordered RECON missions; these reports are like Combat Report.
20.  Add Drop off and Pick Up Resources in the Auto Convoy actions.
21.  Allow the player to build their own Auto Convoy routes to and from locations.
22.  Add the option to each Task Force to load supplies on a 10% increment level from a base, i.e. for a 7000 tons cargo ship and I only want to load 700 tons (i.e. 10% steps, just like the air commitment levels)
23.  Allow the Japanese Player to build what every type of Ground unit I need; I have enough base forces for allow me to convert units to other units.
24.  Allow the Japanese Player to determine what type and increase the number of pilots that I need.
25.  And finally, allow the player the options to pick up ALL the supplies at a base if I want to.  Let me determine what and where the supply goes.
 
Just a few items for the wish list that I would like to see.  I am not sure of this really does any good or not—if anyone is taking note of our requests?  Most all of these items I have submitted several times since Version 1.2 came out, but nothing yet. 

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RE: What's left for 1.9 - 1/14/2007 4:51:16 AM   
spence

 

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Restrict the Glenn to Recon only missions (with range 4 or 5 or whatever it is) or alternately (and arbitrarily) change its range to 2 but allow search missions.  A single 135 kt, 4 hour endurance plane can not search 220,000 sq miles of ocean twice in 12 hours which is what occurs now.  Even a 2 hex radius is stretching it but is sorta possible if you consider the track spacing to be 40-50 miles or so (low probability of detection though).  BTW I used to Coast Guard plan air searches for maritime drug smugglers using a single plane (usually) that would only cover maybe a third of the area a game Glenn can cover (twice a day).
And that was using a plane that cruised faster than a Glenn could crash if it had no wings and had 4 or more times the endurance (HU-16 Albatross or C-130).

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RE: What's left for 1.9 - 1/14/2007 9:22:42 PM   
shawn118aw

 

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Spence reminded me of another option that would be great for the game as far as Air Searches.  Allow the player to designate one or more sectors to search and not just the default 360` circle.  Use the hex side zones (areas 1-6 buttons) but still have option 7 of a 360` search area.  (i.e. like at the Battle of Midway, the US PBY’s did not look to the East of Midway.)
 

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RE: What's left for 1.9 - 1/15/2007 2:02:23 AM   
spence

 

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Assuming that the GLEN was restricted to operating within the world of Newtonian Physics, given its range and endurance it could not complete a search of a two hex (120 mi) radius around its sub even once in the course of a 12 hour pulse.   

(in reply to shawn118aw)
Post #: 30
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