Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Display Formation Point Pools with a group code

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Close Combat Series >> Close Combat: Last Stand Arnhem >> Tech Support >> Display Formation Point Pools with a group code Page: [1]
Login
Message << Older Topic   Newer Topic >>
Display Formation Point Pools with a group code - 11/23/2010 10:25:18 AM   
dbz

 

Posts: 37
Joined: 11/2/2010
Status: offline
The "Formation Point Pool" display field in the Battle group screen looks to be 6 characters wide [123456],
why not assign a group letter (A,B,C,D) to the pools for (82,101,XXXcorp,1para)
and the display the letter as a prefix with the number such as Formation Point Pool:[A___32]
which then means 32 points for the 82nd pool.




Attachment (1)

< Message edited by dbz -- 11/30/2010 5:33:18 AM >
Post #: 1
RE: Display Formation Point Pools w/ alpha code - 11/30/2010 5:17:40 AM   
dbz

 

Posts: 37
Joined: 11/2/2010
Status: offline
If implemented, the novice player will have an explicit
display of units that share points via group membership (A,B,C,D),
and those that are not in the same group, irregardless of the unit badge.

(in reply to dbz)
Post #: 2
RE: Display Formation Point Pools w/ alpha code - 11/30/2010 7:55:37 PM   
xe5

 

Posts: 783
Joined: 5/3/2009
Status: offline
Rather than re-coding the Formation Points Pool field, easier simply to add the parent formation identification graphically to the BG icons that are missing them, eg. the ID for 1 Fallschirmarmee added to the icons for KGs Rink and Chill below.




Attachment (1)

(in reply to dbz)
Post #: 3
RE: Display Formation Point Pools w/ alpha code - 11/30/2010 8:18:35 PM   
Andrew Williams


Posts: 6116
Joined: 1/8/2001
From: Australia
Status: offline
And anyone can do that xe5, it's just graphics.. how about giving it a shot

I'd like something on the strat screen that indicates which units around me are from the same parent formation.


:)


_____________________________


(in reply to xe5)
Post #: 4
RE: Display Formation Point Pools w/ alpha code - 11/30/2010 10:54:33 PM   
xe5

 

Posts: 783
Joined: 5/3/2009
Status: offline
Yea, it would be kind of useful to see which other BGs on the strat map shared a formation point pool.

But grafficking aint nearly as easy as it looks. There's a lot of brain science and rocket surgery involved.




Attachment (1)

(in reply to Andrew Williams)
Post #: 5
RE: Display Formation Point Pools w/ alpha code - 12/1/2010 12:09:42 AM   
Andrew Williams


Posts: 6116
Joined: 1/8/2001
From: Australia
Status: offline
txt is good... would colour coding be Better?


maybe even that red border/green border/Blue border etc

< Message edited by Andrew Williams -- 12/1/2010 12:10:39 AM >


_____________________________


(in reply to xe5)
Post #: 6
RE: Display Formation Point Pools w/ alpha code - 12/1/2010 2:58:13 AM   
Tejszd

 

Posts: 3437
Joined: 11/17/2007
Status: offline
The Atomic World At War game had a few neat features that should be implemented in CC at the strat level;
- when you select a unit all units of the same formation get highlighted
- when you click on a unit a line is drawn to its supply point and the color indicates the supply level (which goes down with distance)
- artillery are units that can move on the map and can provide support after setup for a limited distance

(in reply to Andrew Williams)
Post #: 7
RE: Display Formation Point Pools w/ alpha code - 12/1/2010 3:28:05 PM   
xe5

 

Posts: 783
Joined: 5/3/2009
Status: offline
Colour coding would be totally inappropriate, but color coding Parent Formations on BG icons would be more easily observable than text.

Ive always thought that arty barrages and air support in CC would be better applied to the strat level than the tactical. Appropriate air/arty animations would add some neat chrome to strat. Impacted BGs could possibly be pinned in place prior to movement, or suffer losses to supply, their forcepool, and/or # of active roster slots. There could even be some sort of animation for para drops.

(in reply to Tejszd)
Post #: 8
RE: Display Formation Point Pools w/ alpha code - 12/2/2010 1:33:48 AM   
Tejszd

 

Posts: 3437
Joined: 11/17/2007
Status: offline
Did I you suggest a BG could be pinned and or impacted by Air Interdiction?

Oddball it sounds like another vote (other than mine) for air interdiction. I told you it would be great addition!

(in reply to xe5)
Post #: 9
RE: Display Formation Point Pools w/ alpha code - 12/2/2010 1:39:10 AM   
Andrew Williams


Posts: 6116
Joined: 1/8/2001
From: Australia
Status: offline
I'm sure he only means some teams will not be available to make active (greyed out)because of interdiction (wouldn't be available night turn)... he couldn't possibly mean the whole BG can't move.

_____________________________


(in reply to Tejszd)
Post #: 10
RE: Display Formation Point Pools w/ alpha code - 12/2/2010 1:43:47 AM   
Tejszd

 

Posts: 3437
Joined: 11/17/2007
Status: offline
Probably right Andrew....

But my suggestion was that motorized BG's could move 2 maps if the 1st was unoccupied but only move 1 if they encountered air interdiction or another BG on the 1st map.... His suggested penalty for being attacked on the strat level sounds good.


(in reply to Andrew Williams)
Post #: 11
RE: Display Formation Point Pools w/ alpha code - 12/2/2010 1:50:15 AM   
Andrew Williams


Posts: 6116
Joined: 1/8/2001
From: Australia
Status: offline
I'd have won my LSA campaign by now if I could move 2 maps... so needs something else... maybe a 100 - 200 map strat, then we might have something to talk about... no?

Any suggestions?

_____________________________


(in reply to Tejszd)
Post #: 12
RE: Display Formation Point Pools w/ alpha code - 12/2/2010 1:51:09 AM   
xe5

 

Posts: 783
Joined: 5/3/2009
Status: offline
Not unrealistic that an motor or mech BG might spend an entire 3 hour turn hiding from P47s in the woods.

worldwar2history.info
quote:

Without doubt, the Jabos had a decisive effect on the Battle of Normandy. Without them, the Germans would have been able to move reinforcements into Normandy at a rate three, four, five times better than they actually achieved, in both quantity and speed. Two examples: the 266th Division left Brittany for Normandy on June 10. Unable to use rail transport or major roads, the division marched, at night, averaging less than sixteen kilometers a day. It took more than two weeks to get to the front. The 353rd Division left Brittany on June 14 and finally marched into Normandy on June 30, having advanced to the sound of the guns at a pace slower than a typical Civil War march eighty years earlier.

(in reply to Tejszd)
Post #: 13
RE: Display Formation Point Pools w/ alpha code - 12/2/2010 2:08:32 AM   
Andrew Williams


Posts: 6116
Joined: 1/8/2001
From: Australia
Status: offline
I agree... but on what scale... if a strat map is 3 maps deep.... that is like a make or break, hammer of God, King Hit, life changing, I'd turn gay for that, type event.

_____________________________


(in reply to xe5)
Post #: 14
RE: Display Formation Point Pools w/ alpha code - 12/2/2010 2:09:57 AM   
Andrew Williams


Posts: 6116
Joined: 1/8/2001
From: Australia
Status: offline
And... using any strat level CC as an example... we are already on the battle field not moving divisions up into the battle zone.

_____________________________


(in reply to Andrew Williams)
Post #: 15
RE: Display Formation Point Pools w/ alpha code - 12/2/2010 2:12:11 AM   
Andrew Williams


Posts: 6116
Joined: 1/8/2001
From: Australia
Status: offline
quote:

the 266th Division left Brittany for Normandy on June 10. Unable to use rail transport or major roads, the division marched, at night, averaging less than sixteen kilometers a day. It took more than two weeks to get to the front.



You will notice that this is modelled in game but not having the 266th make an appearance.

Now if 21st PZ were attacked I could see a case for greying out random teams from the active roster.

_____________________________


(in reply to Andrew Williams)
Post #: 16
RE: Display Formation Point Pools w/ alpha code - 12/2/2010 2:55:24 AM   
xe5

 

Posts: 783
Joined: 5/3/2009
Status: offline
quote:

ORIGINAL: Andrew Williams
You will notice that this is modelled in game but not having the 266th make an appearance.

Touché, but this account sounds awfully like the 'hammer of gawd' striking in the (CC4) strat area battle zone ...

(in reply to Andrew Williams)
Post #: 17
RE: Display Formation Point Pools w/ alpha code - 12/2/2010 2:59:08 AM   
Andrew Williams


Posts: 6116
Joined: 1/8/2001
From: Australia
Status: offline
You sure they just didn't run out of gasoline?

_____________________________


(in reply to xe5)
Post #: 18
RE: Display Formation Point Pools w/ alpha code - 12/2/2010 3:04:14 AM   
Andrew Williams


Posts: 6116
Joined: 1/8/2001
From: Australia
Status: offline
I've always love dfirst hand accounts.

Heres a Thunderbird pilot shooting up British Flamethrowers... oops Tigers


http://www.closecombatwar.com/video/tb1.html

_____________________________


(in reply to Andrew Williams)
Post #: 19
RE: Display Formation Point Pools w/ alpha code - 12/2/2010 3:09:47 AM   
xe5

 

Posts: 783
Joined: 5/3/2009
Status: offline
Could've been that the Jerries biffed them with smoke pots decoying for kills.

IIRC, Israeli tankers pulled a similar stunt against Jordanian armor in '67

(in reply to Andrew Williams)
Post #: 20
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Close Combat Series >> Close Combat: Last Stand Arnhem >> Tech Support >> Display Formation Point Pools with a group code Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

6.000