New Country: Czechoslovakia (before it was overrun). The Czechs might fit better in East Front, because I think they had border disputes with Poland and possibly Hungary.
Posts: 1307
Joined: 4/18/2000 From: Adelaide, Australia Status: offline
I would like to see a 'medium' animations speed option instead of the default very slow speed or the 'fast' option which is way too fast and does not allow easy observation of the firing and movement animations as they play too quickly on the 'fast' setting. Just a fraction slower would be great.
Please make this option available to all 3 of the games.
cheers
< Message edited by Chris Merchant -- 8/20/2007 7:32:09 AM >
I'd vote for animation speed control too. in a perfect world express in time units independent of process speed (i.e. 1/2 sec, 1 sec etc). failing that a 1 to 10 scale say that we can then adjust to our processor. I have to keep enemy on slow right now to see what is going on , which is too slow. And me fast is no fun :-) Plus I miss being able to watch plane attacks (they happen too fast!). THanks! p.s. also make the units smart about avoiding roadblocks.
Senario & Campaigns: Is it posible to have Paratrooper or Glider reinforcements within the Scenario or Campaign to be released by selecting units or sub units and the location for entry. For example: The scenario has a Bn of paratroopers ready but waiting on my command to drop where and which company just like you select air strikes? The scenario can dictate units that are ready, drop scatter hex distance ect.
New Country: Czechoslovakia (before it was overrun). The Czechs might fit better in East Front, because I think they had border disputes with Poland and possibly Hungary.
I second that
- it allows hypotetical scenarios in 1938 in Sudetenland
- Czechoslovak units take part in defense during Manstein CHarkov counter-offensive in 1943
- they spearhead liberation of Kiev
- bloody battles in Carpthian mountains (Dukla Pass) and Slovak National Uprising
All games: I wish some type of stock / user-made units handling
Original weapons and platoons files should be verified by game (CRC check for example) and refused if corrupted. For new user-made units there should be different file name or extension. Those files should be used only by scenarios that request them aditional to original units.
Jason, How about adding German nightfighting Panthers equiped with FG 1250 Infra Red ?. It would be interesting to see if the games engine would allow this to be added. IR Panthers being able to reach out and see 2 hexes or so ( 600 meters limit on the FG 1250 Infra Red ) without the aid of a star shell. Very limited combat use, But the Germans did have a few well organized units equiped with IR that performed quite well when using this IR system.
Jason, How about adding German nightfighting Panthers equiped with FG 1250 Infra Red ?. It would be interesting to see if the games engine would allow this to be added. IR Panthers being able to reach out and see 2 hexes or so ( 600 meters limit on the FG 1250 Infra Red ) without the aid of a star shell. Very limited combat use, But the Germans did have a few well organized units equiped with IR that performed quite well when using this IR system.
If that could be figured out how to work, then adding future NATO and Warsaw pact weapons would be much simplier. It is on the list of to do's, just a matter of figuring out how to do it.
How about the ability of select artillery units that are off board and on board, that do not have actual line of site to target being able to attack targeted areas sited by select units on the map that do in fact have line of site to enemy targets during the firing and movement phase. An error factor of some degree could be built in to represent the human error factor of calling in for artillery support under combat conditions. Select artillery units might be limited to those that have a reasonibly high rate of fire to perform this attack on so called short notice. A feature like this could make things a bit more interesting and give both players something to think about when conducting their attack or defense plans.
Inclusion of Divided Ground in the series or a mod which allows scenarios for Korean War, Vietnam War & other post WWII conflicts. I guess scenarios after the 1950's would pose scale problems since the shooting ranges for armor & arty increase(?).
Reduce Step Loss due to artillery and increase disruption and retreat results. Bring the Flak ( mot ) back to historical proportions Ya got more in a division than the germans did in their entire army. Bring back the sdkf7 Prime movers instead of the ( Rarity ) 150mm SP INF Gun.
Remove the wierd little battalion recon units in the motorised Divisions with AC's and horse drawn AT guns.
Restore artillery battalions to origional form and make the ARKO functional.
I know that for movement the alt key sends all the units to one spot.
If all the artillery is subordinate to an arko you should be able to select a specific target and either have all guns fire there in scatter pattern or randomly generate a scatter pattern and have all guns fire at the scattered targets individually by range.
This also applies to battalion and regimental artillery formations. By setting the targets for the smaller formations when ya use the arko ( already moved units arent affected. )
By limiting the kills and increasing disruption and retreat results an attack can easily be broken up by the players or AI if it isnt supported by armor or using concealment.
I like the idea of a scattered result similar to disruption that affects passenger units rather than the current sloppy kills where a unit dies and the vehicles remain intact. Dismount the unit after receiving fire but before recieving losses. 50% random event to target soft skin or passenger. dismounted unit gets scattered and takes step losses as normal if targeted - vehicles take higher losses at soft rates.
with the double time key - make it so that you can see how far your unit can travel - vs when you hit the key it automatically puts that unit in fatigue mode regardless if you wanted to move that way or not.....
I would like to see some new features for Polish troops in EF. Now I can use trains etc, but still miss motorcycles, tachankas (yes, yes, Poles were using them too ) etc.
And if it would be possible I would like to see also Polish units 1943 - 1945 in EF. By 1945 they counted more than 10 infantry divisions, tank corps, several arty divisions and independent brigades and were involved in some nice fighting
I have tried to such kind of... (I wouldn't dare to call it add-on) just to implement it for TS EF2. It wasn't that difficult as they were using Russian equippment...
If it would be only possible I can give a hand in that. I have quite large library... unfortunately not too many programming skills
I'm not sure if I'd want this or not, but I'll bounce it around: Variable victory hexes like in Steel Panthers. I think Steel Pathers had victory hexes that worked in four different ways. For example, you'd get points for holding a victory hex for a certain amount of time even if you didn't hold it at the end of the scenario. I think CS is fine the way it is, so I'm not sure I'd want the added variables, but I'm not familiar enough with Steel Panthers to know whether the variables added to the game or only added to the confusion. I can see where the added complexity might end up detracting from the game. This would probably require a programmer and is, therefore, probably a moot question.
with the double time key - make it so that you can see how far your unit can travel - vs when you hit the key it automatically puts that unit in fatigue mode regardless if you wanted to move that way or not.....
New Country: Czechoslovakia (before it was overrun). The Czechs might fit better in East Front, because I think they had border disputes with Poland and possibly Hungary.
I second that
- it allows hypotetical scenarios in 1938 in Sudetenland
- Czechoslovak units take part in defense during Manstein CHarkov counter-offensive in 1943
- they spearhead liberation of Kiev
- bloody battles in Carpthian mountains (Dukla Pass) and Slovak National Uprising
- tank battles in northern moravia
- one battalion defended Tobruk too
I forgot to add that I'm ready create units for Czechoslovakia, just assign me a slot and I'll make platoons. I proposed this to original team before Jason P. steps in, they were interested but do not contact me later.
New Country: Allied Finland in West Front (to fight alongside France and the U.K. against the Axis Soviets in a hypothetical 1939 conflict and to fight against Germany at the very end of WWII).
For ALL. During PBEM replay if the screen view of the map is not located on your opponent's artillery strike then the screen will not follow. This hurts especially on the large maps. The screen view will follow opponents moves but not artillery strikes that are in LOS of friendly units.
For ALL. The addition of minor nations OOB, such as the Czechs would be much appreciated.
For ALL. What would be great was if there was a feature of linked scenarios that one could play against an opponent. For instance a linked Market Garden scenario. I play and if as the Brit's I get a major victory in the opening scenario as I push my Irish Guards down the highway then maybe for the second scenario there is a feature that I get more replacements or a better starting position than if I started the campaign with a major loss.
Posts: 5368
Joined: 7/17/2007 From: South Carolina, USA Status: offline
quote:
and how the program know what is the target hex ?? Unlod and Fire cost are known but assault cost is based on terrain type...
Arkady,
Actually the terrain cost is a necessary component of movement already. The assault cost is fixed at 20 points unless I misunderstand.
I can see difficulty with "unknown" hexes, but otherwise I can "modify" the movement algorithm to reflect the ability, or not, to "move into with assault" a hex, just as I can do "move into" the hex. Hex A without known enemy units has a cost to enter based on terrain values, which is compared to available movement points for the selected unit. A hi-lighted hex is shown if this hex is "movable", just so, the hex will be hi-lighted if the extra movement cost includes an assault cost. I hope this makes sense.
YYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY - Hex path for "not restricted" movement. YYYYYYYYYYYYYYYYYYYYNNNNNNNNNNNNNN - Hex path for "save points for fire" movement. YYYYYYYYYYYYYYYNNNNNNNNNNNNNNNNNNN - Hex path for "save points for assault" movement.
In this example the "NNNNN" represents 5 hexes at 4 points per hex = 20 points for assault cost. Up until the last "Y" you would still have the 20 points needed to assault.
Posts: 548
Joined: 3/9/2001 From: SF Bay Area Status: offline
I would like to puchase/select units i would like to battle with in the random game ie: SPWAW where you get to buy yor force . this would add a great aspect to the game that doesnt exist as currently designed. the scenarios are great but random battles against a human bought force would make the replay value great. of course someone would have to come up with the pricing of units aka the speadsheet from hell in SP. Just a wish
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"No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country." Patton
I'm a little disappointed that the Sd.Kfz. 250 (except the /9 Recon HT) is still not in the game. Well, it's represented by the various Sd.Kfz. 251 versions, but now that we have all kinds of modified vintage French vehicles in the German OOB, a vehicle like the 250 (about 7000 units produced) has deserved it's place in the game for sure. I would love to see the 250/1 (SPW) and the heavier armed versions 250/7 (8cm GrW34), 250/8 (7,5cm KWK), 250/10 (3,7cm Pak) and 250/11 (2,8cm PzB).
If you would be so kind to add them to the game, I would
Posts: 134
Joined: 5/10/2000 From: Birmingham, Alabama, USA Status: offline
Any interest in working on the 2D maps and counters to make the MCS playable at that scale? I guess what I'm talking about is making the 2D hexes and the counters a little larger. Or "comfortably larger" for old eyes like mine. I saw the great work someone did to mod a Panzerblitz and Panzer Leader interface, and being able to play comfortably in 2D would really complete the package.
On another note, if this can't be done for the MCS, I'd suggest Matrix look into a fast-playing "Panzerblitz" style of game done with 2D maps and counters. Add the ability to make maps and create your own counters, and you'd have sort of a Tactical Warfare Construction Kit. Anybody remember Norm Koger's game TANKS?
Any interest in working on the 2D maps and counters to make the MCS playable at that scale? I guess what I'm talking about is making the 2D hexes and the counters a little larger. Or "comfortably larger" for old eyes like mine.
I saw the great work someone did to mod a Panzerblitz and Panzer Leader interface, and being able to play comfortably in 2D would really complete the package.
These are being looked at, yes. I would not expect them until 1.04 though.
In the meantime, you could alter your screen resolution to help with your eyes if you prefer playing in 2D.
quote:
ORIGINAL: RobertMc On another note, if this can't be done for the MCS, I'd suggest Matrix look into a fast-playing "Panzerblitz" style of game done with 2D maps and counters. Add the ability to make maps and create your own counters, and you'd have sort of a Tactical Warfare Construction Kit. Anybody remember Norm Koger's game TANKS?
I believe Panzerblitz was the inspiration for the game designers of the Campaign Series.
You have the ability to create you own maps with the Map Editor. And you can create your own Order of Battles using the Organization Editor which you can bring them all together and create your own scenario, as large or small as you wish.