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RE: Wish List - 11/22/2007 1:19:11 PM   
EagleMountainDK


Posts: 517
Joined: 5/3/2005
From: Denmark
Status: offline
I wishes for:

  • An option to turn off the "new turn fanfare"
  • When selecting a HQ for a new unit, then only show HQ's in the list when clicking, no point in showing non HQ units or ?
  • Some "Sir, you forgot...", "this town isn't using all production points", "this unit still has AP's left", etc. This will help a lot since I forget about some units in a turn or forgets to use all production points. Mayby they could be toggled on/off in the options.


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Post #: 91
RE: Wish List - 11/22/2007 1:43:56 PM   
PDiFolco

 

Posts: 1200
Joined: 10/11/2004
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quote:

ORIGINAL: Matto

Will be great allow use defined units in random games (so create masterfile with new units and allow use them in random games)


It's already possible and easy ; edit the generic masterfile, add your units, don't forget to set proper AI data for them (cf Vic's tutorial threads), save as a new file ("matto.ptmaster"), and use the matto masterfile when launching a random game.

(in reply to Matto)
Post #: 92
RE: Wish List - 11/22/2007 1:59:33 PM   
Matto


Posts: 1138
Joined: 11/24/2000
From: Czech Republic
Status: offline
From Vics tutorial: 15. Keep in mind predefined units defined in the masterfile will not be available in the random game.
I tried it and in random game they are really not used ...

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My MatrixGames: WitP, WitP AE, WPO, JTCS, P&S, CoGEE, ATG, GoA, B.Academy, C-GW, OoB all DLCs, all SC, FoG2/E, most AGEOD games ...


(in reply to PDiFolco)
Post #: 93
RE: Wish List - 11/22/2007 2:23:54 PM   
kafka

 

Posts: 159
Joined: 6/11/2004
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quote:

15. Keep in mind predefined units defined in the masterfile will not be available in the random game.

I tried it and in random game they are really not used ...


I haven't tested this yet, but should this be the case, what are the master files for you can use when launching a random game?

< Message edited by kafka -- 11/22/2007 2:29:07 PM >

(in reply to Matto)
Post #: 94
RE: Wish List - 11/22/2007 3:08:23 PM   
PDiFolco

 

Posts: 1200
Joined: 10/11/2004
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quote:

ORIGINAL: Matto

From Vics tutorial: 15. Keep in mind predefined units defined in the masterfile will not be available in the random game.
I tried it and in random game they are really not used ...


Ah sorry, you were talking about "predef units" , I thought you were wanting to use new SFTypes (ie "SP Artillery" or "Assault Gun"), which are usable in random game...
I never used predef units and was believing it was more of a small help for scenario design, when you want to put on map 50 more or less similar units. I don't even know how they can be used when playing the game !

(in reply to Matto)
Post #: 95
RE: Wish List - 11/22/2007 3:20:37 PM   
seille

 

Posts: 2134
Joined: 6/19/2007
From: Germany
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quote:

ORIGINAL: Cougar_DK

I wishes for:

  • An option to turn off the "new turn fanfare"


That´s very easy. Just replace the existing file with a file of noise.
I did that and i don´t hear that fanfare longer. It´s wonderful quiet when the turn starts .
This will be my way to "deactivate" all sounds i do not like so much.
PM me with your mail adress when you want the file.

quote:

ORIGINAL: Cougar_DK


  • Some "Sir, you forgot...", "this town isn't using all production points", "this unit still has AP's left", etc. This will help a lot since I forget about some units in a turn or forgets to use all production points. Mayby they could be toggled on/off in the options.



I like that idea. Often youi really forget to assign the complete production. Especially im PBEM´s very annoying thing.


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Post #: 96
RE: Wish List - 11/22/2007 6:22:23 PM   
hazxan

 

Posts: 69
Joined: 11/10/2007
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I'd like to be able to do some unit management from the OOB form. Especially transfering units. Would save a lot of map scrolling.

< Message edited by NotaGrog -- 11/22/2007 9:59:13 PM >

(in reply to SMK-at-work)
Post #: 97
RE: Wish List - 11/22/2007 7:11:26 PM   
gingerbread


Posts: 2994
Joined: 1/4/2007
From: Sweden
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quote:

ORIGINAL: NotaGrog

I'd like to be able to do some unit management from the OOB form. Especially transfering units. Would save a lot if map scrolling.



Now that is a really good idea!
It would be best if accompanied by a "This unit have not moved yet - do you still want to transfer to it?" - type message that also can be turned off.

g

(in reply to hazxan)
Post #: 98
RE: Wish List - 11/22/2007 10:51:13 PM   
rickier65

 

Posts: 14231
Joined: 4/20/2000
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quote:

ORIGINAL: PDiFolco


quote:

ORIGINAL: Matto

From Vics tutorial: 15. Keep in mind predefined units defined in the masterfile will not be available in the random game.
I tried it and in random game they are really not used ...


Ah sorry, you were talking about "predef units" , I thought you were wanting to use new SFTypes (ie "SP Artillery" or "Assault Gun"), which are usable in random game...
I never used predef units and was believing it was more of a small help for scenario design, when you want to put on map 50 more or less similar units. I don't even know how they can be used when playing the game !


I believe predefined units are mainly for use by Events or Action Cards. I had thought you could create a set of pre-defined units then go around the map at drop them during scenario design, but I dont think you can (I couldn't anyway), but you can reference them in the Events engine.

Rick

(in reply to PDiFolco)
Post #: 99
RE: Wish List - 11/23/2007 9:46:27 AM   
EagleMountainDK


Posts: 517
Joined: 5/3/2005
From: Denmark
Status: offline

quote:

ORIGINAL: seille


quote:

ORIGINAL: Cougar_DK

I wishes for:

  • An option to turn off the "new turn fanfare"


That´s very easy. Just replace the existing file with a file of noise.
I did that and i don´t hear that fanfare longer. It´s wonderful quiet when the turn starts .
This will be my way to "deactivate" all sounds i do not like so much.
PM me with your mail adress when you want the file.

quote:

ORIGINAL: Cougar_DK


  • Some "Sir, you forgot...", "this town isn't using all production points", "this unit still has AP's left", etc. This will help a lot since I forget about some units in a turn or forgets to use all production points. Mayby they could be toggled on/off in the options.



I like that idea. Often youi really forget to assign the complete production. Especially im PBEM´s very annoying thing.




Yeah, I made an empty file and now I get a beep from the normal pc speaker.

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Post #: 100
RE: Wish List - 11/23/2007 6:54:43 PM   
mtvaill

 

Posts: 117
Joined: 7/6/2007
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I'd like the ability to paradrop HQs.  It may not have been a great idea historically, but it should at least be possible in the game engine.

(in reply to EagleMountainDK)
Post #: 101
RE: Wish List - 11/23/2007 7:12:36 PM   
seille

 

Posts: 2134
Joined: 6/19/2007
From: Germany
Status: offline

quote:

ORIGINAL: mtvaill

I'd like the ability to paradrop HQs.  It may not have been a great idea historically, but it should at least be possible in the game engine.


Imho highly unrealistic and not good for gameplay.

(in reply to mtvaill)
Post #: 102
RE: Wish List - 11/23/2007 10:22:26 PM   
mtvaill

 

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I don't mean all HQs should be paradroppable by default, but it did happen during WWII so it should at least be an option in the editor.

(in reply to seille)
Post #: 103
RE: Wish List - 11/23/2007 10:57:06 PM   
hazxan

 

Posts: 69
Joined: 11/10/2007
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One small wish: I'd like to be able to remove the grid lines from the "Strategic Information" map. Overall I find this map and the info beneath very useful, I just think it would look better without the lines.

(in reply to mtvaill)
Post #: 104
RE: Wish List - 11/24/2007 12:28:45 PM   
serg3d1

 

Posts: 82
Joined: 11/16/2007
Status: offline
1.I would like options to automate production and distribution. That would make huge scenarios like Russia 1941 less micromanagement and more fun.

2.Another wish - make engineers actions like blowing bridge more transparent - for any engineers action show chance of success. Also I think if other side of the bridge is in the player zone chance should be 100%.

3.Cosmetic changes
3.1 Rename bazooka to Infantry-AT
3.2 Put different pictures for modifications like II, III etc.



(in reply to hazxan)
Post #: 105
RE: Wish List - 11/25/2007 8:33:52 AM   
Peterk1

 

Posts: 121
Joined: 5/4/2003
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How about a little AI tweak...

I noticed that the AI will waste huge amounts of units attempting amhibious assaults when it doesn't have air or sea superiority in an area. How about nudging the AI into trying to attempt those two pre-reqs before loading guys onto the cargo ships? Would lead to more realistic long-term battles, if it could be done.

Also I'm seeing too many unescorted cargo ships being sent out and getting killed by my subs turn after turn. It's Ok if the AI tries it once or twice but it should eventually learn that it has no hope until it starts escorting.



(in reply to serg3d1)
Post #: 106
RE: Wish List - 11/25/2007 12:14:46 PM   
DasTactic

 

Posts: 1083
Joined: 10/10/2005
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I love the simplicity of the game. You don't need to constantly be running to the manual to play it. So I would like to see changes that aid the simplicity:

1. When clicking on stacks of units, the right mouse button reverses the cycling (I'm always cycling through then going one too many - over and over).

2. Have more diagnostic information on the strategic map triggered by option buttons. Specifically: Toggle the value of cities; highlight battle locations that turn; list current product point figures for all players; etc.

3. I like the idea of showing ranges for aircraft.

4. Love the idea of a turn reminder if you haven't set production in cities or moved units (perhaps the entrenchment could be used as a trigger - units with less than 100 Entrenchment give the reminder). 'Massive Assault' did this very well.

5. I like the ideas regarding setting up random games: remember last settings; more options; Civ-style map algorithms; etc.

6. I would like to have pushing the shift button while clicking the sliders multiply the factor by another five (so you could move 55 units with just two clicks rather than 10).

7. I like the idea of only having relevant units selectable (and perhaps highlighted) depending on the function: HQ's when making new units; Artillery for artillery ops; Aircraft for bombing runs. BTW, I noticed that transport planes will select themselves for bombing runs if you press 'all'.

8. I would also like to be able to be able to filter units in the tactical map. Such as only show Medium Tanks (and the strength number below show quantity) for example.

9. I find the close button on the history, reports etc, changes from a button in the lower left to a cross in the upper right. I have clicked the close game button a number of times because of this. I think I'd prefer not having the close and minimize buttons in the game window - just have accessible through the options screen.

10. Like the idea of a quick save/load.

(in reply to Peterk1)
Post #: 107
RE: Wish List - 11/26/2007 1:25:34 PM   
dazoline II


Posts: 400
Joined: 11/5/2007
Status: offline

quote:

ORIGINAL: Smirfy


Love the game. My biggest wish is for the next game that countries will be introduced and that resources will flow from the mines,oil wells and fields to the cities

A facility to fix establishment and set a reinforcement priority would be nice for the next opus.




I second the multiple types of supply/resources.
Say gasoline, food, ammo.

Or even a two step supply:
oil -> av gas, gas, diesel, fuel oil.
food -> well... er... food
chemicals and steel/brass -> ammo
possibly using supply to enable/disable production of certain types of sub formations.


(in reply to Smirfy)
Post #: 108
RE: Wish List - 11/26/2007 3:13:34 PM   
hazxan

 

Posts: 69
Joined: 11/10/2007
Status: offline
quote:

ORIGINAL: Das123
1. When clicking on stacks of units, the right mouse button reverses the cycling (I'm always cycling through then going one too many - over and over).


Seconded - the right mouse button should be used much much more throughout the game.

quote:


2. Have more diagnostic information on the strategic map triggered by option buttons. Specifically: Toggle the value of cities; highlight battle locations that turn; list current product point figures for all players; etc.

I agree. Probably not too complex to develop, I guess more a matter of time to do it.

quote:

3. I like the idea of showing ranges for aircraft.

Again, I agree. I think if you select 'Recon Mission' it shows the range, so the code must be already there.
quote:



9. I find the close button on the history, reports etc, changes from a button in the lower left to a cross in the upper right. I have clicked the close game button a number of times because of this. I think I'd prefer not having the close and minimize buttons in the game window - just have accessible through the options screen.


Same here. Again, probably not too difficult to implement. The 'Surrender' button is also badly placed.

(in reply to DasTactic)
Post #: 109
RE: Wish List - 11/26/2007 3:28:15 PM   
PDiFolco

 

Posts: 1200
Joined: 10/11/2004
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quote:

ORIGINAL: dazoline II
quote:

ORIGINAL: Smirfy

Love the game. My biggest wish is for the next game that countries will be introduced and that resources will flow from the mines,oil wells and fields to the cities

A facility to fix establishment and set a reinforcement priority would be nice for the next opus.


I second the multiple types of supply/resources.
Say gasoline, food, ammo.

Or even a two step supply:
oil -> av gas, gas, diesel, fuel oil.
food -> well... er... food
chemicals and steel/brass -> ammo
possibly using supply to enable/disable production of certain types of sub formations.




Eeeeerk !! Noooo !! Please don't ! Have pity ! I don't want another HoI or Vicky !!
At most I'd like to have "manpower" and 1 unique "resource" that would be necessary to build units- à la GG WaW- coming from specific hexes that would be very worthwhile targets.
At least it'll forbid to build units in a cut off, besieged town...



(in reply to dazoline II)
Post #: 110
RE: Wish List - 11/26/2007 5:47:18 PM   
dazoline II


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I've never played HoI or Vicky so I don't know what those games model. I was thinking along the lines of a more robust WITP supply model as discussed on that message board. Interestingly another GG game.

I was also thinking that an expanded supply system would be on the lines as it is now but with more sub formations describing different forms of supply necessary instead of just the current supply for units in the field and unit potential in production.

I think if implemented this way it could be used in different ways for different senarios. One is modelled as it is now, one modelled with just some different types, another with many different types of supply. Sorta flavour to taste like we have with unit sub formations.

(in reply to PDiFolco)
Post #: 111
RE: Wish List - 11/26/2007 5:57:08 PM   
PDiFolco

 

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Really I don't want to have the game stray away from its focus, making me play Factory Tactics and transform my oil into gasoline, plastic or Coke , nor Accountant Tactics and have to browse through my Ledger to distribute ammo, furniture, tin cans, or condoms
The current "generic" supply/logistics system is brilliant and very playable, keep it as it is.

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Post #: 112
RE: Wish List - 11/26/2007 7:53:26 PM   
Smirfy

 

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quote:

Really I don't want to have the game stray away from its focus, making me play Factory Tactics and transform my oil into gasoline, plastic or Coke , nor Accountant Tactics and have to browse through my Ledger to distribute ammo, furniture, tin cans, or condoms
The current "generic" supply/logistics system is brilliant and very playable, keep it as it i


Like you said we already have Viccky for the masochists of the world.I think this game is exceptionally good and well thought out but one thing I would love to see this team produce is a game based round countries rather than cities.

I am sure they could produce a model round what exists already without turning it into a micromanagement nightmare.

Another thing to think of next time round is railways for transport capacity, It would make interdiction a nice option.

Love the game

(in reply to PDiFolco)
Post #: 113
RE: Wish List - 11/26/2007 9:19:35 PM   
DasTactic

 

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Regarding multiple supply categories, I think this will add a lot of undue complexity to a game that is currently accessible to the 'beer and pretzel' player (like me ).

I bought Vicky a couple of years ago and tried playing it (I really did try!) but everytime I played I never got a grip on what was going on. I would hate to see that happen here.

Instead, what could be good (and manageable) would be to have location tiles that boost production on the map. For example, capture an oil well and you get a bonus aircraft each turn from the well (or .5 etc of an aircraft). Capture a mine and you get armor. Capture farmland and get a boost in infantry.

Perhaps these locations could be handled the same way as cities where you get to choose between their troop bonus, supply or political points.

I could see a group of high production tiles giving a different strategic focus to the game.

(in reply to Smirfy)
Post #: 114
RE: Wish List - 11/26/2007 9:42:04 PM   
rickier65

 

Posts: 14231
Joined: 4/20/2000
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quote:

ORIGINAL: Das123

Regarding multiple supply categories, I think this will add a lot of undue complexity to a game that is currently accessible to the 'beer and pretzel' player (like me ).

I bought Vicky a couple of years ago and tried playing it (I really did try!) but everytime I played I never got a grip on what was going on. I would hate to see that happen here.

Instead, what could be good (and manageable) would be to have location tiles that boost production on the map. For example, capture an oil well and you get a bonus aircraft each turn from the well (or .5 etc of an aircraft). Capture a mine and you get armor. Capture farmland and get a boost in infantry.

Perhaps these locations could be handled the same way as cities where you get to choose between their troop bonus, supply or political points.

I could see a group of high production tiles giving a different strategic focus to the game.



I'[m not certain, but it might be possible to create this type of occurance using the Event editor. i.e. check hex ownership, and if it's true, fire an event to increase production modifier by some percent, or perhaps just use it to send a predefined unit to HQ. This editor seems to be very robust.

Rick

(in reply to DasTactic)
Post #: 115
RE: Wish List - 11/26/2007 10:22:48 PM   
PDiFolco

 

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Yes, using editor events, cards and special terrain you can significantly change the production system.
See the tutorial about Event cards

(in reply to rickier65)
Post #: 116
RE: Wish List - 11/28/2007 11:03:42 AM   
serg3d1

 

Posts: 82
Joined: 11/16/2007
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I'm against supply categories. It would just increase micomanagment and sensory load, without contributing anything to tactics. AI will not be able to handle it properly probably.

After playing a big historical scenario I'd like to have some simple railway network model. It's not neccesary to draw separate railway lines on the map - existing roads good enough. What I'd like to have is just some fixed LANDCAP bonus value if both source and target is on the road. It would represent railways as separate means of transport quite nicely, without any additional load on AI or UI.


(in reply to PDiFolco)
Post #: 117
RE: Wish List - 11/28/2007 4:18:25 PM   
tweber

 

Posts: 1411
Joined: 6/27/2007
Status: offline
quote:

I second the multiple types of supply/resources.
Say gasoline, food, ammo.

Or even a two step supply:
oil -> av gas, gas, diesel, fuel oil.
food -> well... er... food
chemicals and steel/brass -> ammo
possibly using supply to enable/disable production of certain types of sub formations.




Eeeeerk !! Noooo !! Please don't ! Have pity ! I don't want another HoI or Vicky !!
At most I'd like to have "manpower" and 1 unique "resource" that would be necessary to build units- à la GG WaW- coming from specific hexes that would be very worthwhile targets.
At least it'll forbid to build units in a cut off, besieged town...


You can do all this with the current editor. You could define resource locations - either as a land or a location type. Count the number of these per regime. Appropriately increment regime variables. Then only allow construction if sufficient resources are in place. You could also tailor production sites as well.

In the World at War scenario update I am building, I am including a manpower constraint on the major powers. Each unit produced consumes 1 manpower and most of the major powers have limits (China being the notable exception). I do not introduce the concept of other classes of supply (mostly for the reasons mentioned above) but I do increase the Japanese cost of supply during a 'US embargo' event.

quote:

After playing a big historical scenario I'd like to have some simple railway network model. It's not neccesary to draw separate railway lines on the map - existing roads good enough. What I'd like to have is just some fixed LANDCAP bonus value if both source and target is on the road. It would represent railways as separate means of transport quite nicely, without any additional load on AI or UI.


Probably the simpliest way to do this is create a rail sftype that has a high land cap and that can only travel on roads. This is what I did in the Great War scenario (the rail network is really a road with a different image).

(in reply to serg3d1)
Post #: 118
RE: Wish List - 11/28/2007 4:26:04 PM   
freeboy

 

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From: Colorado
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?.. can I creat a new build type for my engeniers? I want /need the airfortsport etc?

(in reply to tweber)
Post #: 119
RE: Wish List - 11/28/2007 4:28:51 PM   
tweber

 

Posts: 1411
Joined: 6/27/2007
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quote:

?.. can I creat a new build type for my engeniers? I want /need the airfortsport etc?


You can build new locations types or edit the current ones. There is a button that makes a location type a port or an airbase so you could make a airbase, port, fortress in the same hex.

< Message edited by tweber -- 11/28/2007 4:29:19 PM >

(in reply to freeboy)
Post #: 120
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