I've only just got the game yesterday and while I am loving the improvements there are a few things that are bugging me so I thought I would start the obligatory 'wishlist' thread. :)
1. Sound sliders for both effects and music. In the game they are either on or off. I often play games when my family is still asleep and those new turn drums are not going to make me popular.
2. Remember Random Game settings. Once I find my 'sweet-spot' I won't be wanting to change much. The game remembers the settings if you start a new game from within the same session but it doesn't rememeber the settings if you quit and restart. Of course there may need to be a 'Default' button added as well to reset back to basic.
3. Hide map flash during turns The map flashes on and off between AI turns. I don't think it serves any purpose and can get quite annoying. EDIT: As pointed out below, this shows the AI having its turn and can be turned off in settings.
4. Crates are too easy to exploit The crates remain random until they are activated which means for players with zero will-power [puts hand up] a quick reload and I'll eventually get a research lab or similar. Would be much better if the crates were designated when they are placed. It could still be exploited by not activating it but at least it couldn't be cycled from something bad to something good.
< Message edited by Das123 -- 4/14/2011 6:23:46 PM >
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I really like recommendations 1 and 2. Re 3: the map flashing I'm not certain what you mean. If you are talking about watching the AI take its turn, you can turn that off in the Random Game Setup process. If you mean the map briefly disappears and then reappears as each AI takes it turn, ok that would be nice I suppose. Re 4: Don't like crates and don't use them but your suggestion is a good one.
Always happy with all feedback. I will start working on the first patch very soon anyway. As I always do with all releases. There is so much stuff that aint spotted in beta test. Especially with a sprawling engine like ATG.
I will make this thread sticky to keep everything together from the start.
best, Vic
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+1 Quick Save feature. In addition, a sequential save feature, i.e. 0414110921 (date time). I often want to save every turn and would like to see that automated.
If we could disable the End Turn popup box, that would be great. I just want the turn to end and it would save my poor finger some pain, clicking hurts after a while.
I would like to see a version of WaW that has oil and stuff, and that is playable against the AI (yes, the old versions of WaW are playable with the new AI and GUI -I am playing one right now).
It wold ne nice too to have ATG versions (playable against the AI) of WW2 scenarios available in other games like Crete, Korsun Pocket, Kharkov, and so on.
And oh yes, an ATG version of Operation Crusader!
Personally I am not very fond of games where one has to break through three rows of enemy units like some Barbarossa scenarios in other games (I get brainlock with games like TOAWIII). The advantage of AT vs other games is the relatively low count of units and its good implementation of logistics and maneuver. I DO have games like WiTE, WiTP, all versions of HoI3, and so on, but I think good implementations of AT beats them all.
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+1 to Mouse Wheel Zoom..
Also have the option to use the old AT unit pictures... I like my German tanks/planes to look German.. and my Soviet tanks/planes to look soviet.. hate the new tank drawings.. even Decisive Campaigns was much better in that respect..
Also have the option to use the old AT unit pictures... I like my German tanks/planes to look German.. and my Soviet tanks/planes to look soviet.. hate the new tank drawings.. even Decisive Campaigns was much better in that respect..
+1 for the old AT pictures, as cmurphy625 said, I to like a more realistic look to the units...
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Interface: - When building roads, the spacebar key seems to cancel, or otherwise be bugged, instead of confirming the road building. This is especially-jarring as it worked correctly in AT:WW2.
Research: - Medium Tank still doesn't have a research level, whereas higher levels of Medium Tank do have research levels. Not very significant, since I've already fixed this in my own mod (again).
ItemTypes: - IsSupply and IsPolPt seem to be overruling UseSFTypeGraphic, which means that supply and political point graphics still can't be modded cleanly. - The ItemType for Ranger IV does not work properly. Not an essential feature, since I've already fixed this in my own mod.
Interface: - When building roads, the spacebar key seems to cancel, or otherwise be bugged, instead of confirming the road building. This is especially-jarring as it worked correctly in AT:WW2.
+1
Dunno why that has changed/forgotten? Spacebar used to be an "execute" build railroad order, and now it cancels the order...
Interface: - When building roads, the spacebar key seems to cancel, or otherwise be bugged, instead of confirming the road building. This is especially-jarring as it worked correctly in AT:WW2.
+1
Dunno why that has changed/forgotten? Spacebar used to be an "execute" build railroad order, and now it cancels the order...
Yes this is on the list for the first patch. Its a glitch that crept through the beta test.
best, Vic
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Interface: - When building roads, the spacebar key seems to cancel, or otherwise be bugged, instead of confirming the road building. This is especially-jarring as it worked correctly in AT:WW2.
Research: - Medium Tank still doesn't have a research level, whereas higher levels of Medium Tank do have research levels. Not very significant, since I've already fixed this in my own mod (again).
ItemTypes: - IsSupply and IsPolPt seem to be overruling UseSFTypeGraphic, which means that supply and political point graphics still can't be modded cleanly. - The ItemType for Ranger IV does not work properly. Not an essential feature, since I've already fixed this in my own mod.
thanks for reporting! will be checking this out. and adding what i can to the first patch.
best, Vic
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If we could disable the End Turn popup box, that would be great. I just want the turn to end and it would save my poor finger some pain, clicking hurts after a while.
try enter or space?
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1) In the Production Overview menu it would be nice to click a city from the cities production list, then Close Production Overview, then see the city centered on the map. I have wanted this feature for a while as I like to see where the cities are in relation to one another when making decisions for production lines.
2) More sounds, like mouse clicks at least. This is almost a soundless game except for the combats. Music is probably too much to ask for, and many gamers will just reply that they prefer their own music.
I agree with Larry here on the music, at some point at least *some* music will have to be implemented in the game... in a future version/patch. I always play with music on, although the volume is set at about zero :-) (and no, I don't like importing my own music)
1) In the Production Overview menu it would be nice to click a city from the cities production list, then Close Production Overview, then see the city centered on the map. I have wanted this feature for a while as I like to see where the cities are in relation to one another when making decisions for production lines.
2) More sounds, like mouse clicks at least. This is almost a soundless game except for the combats. Music is probably too much to ask for, and many gamers will just reply that they prefer their own music.
putting point 1 on the to do list.
excellent suggestion
best, vic
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I totally agree with Larry's suggestion 2. Mouse clicks are needed bad. For example,when 'clicking' stacks, the unit display doesn't refresh briefly nor does it make a clicking sound so there is virtually no way to tell when you are cycling through similar units.
That and +7 for the map zoom.
< Message edited by Missouri_Rebel -- 4/16/2011 6:23:14 PM >
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quote:
ORIGINAL: Missouri_Rebel I totally agree with Larry's suggestion 2. Mouse clicks are needed bad. For example,when 'clicking' stacks, the unit display doesn't refresh briefly nor does it make a clicking sound so there is virtually no way to tell when you are cycling through similar units.
I think the real problem might be that it is difficult to tell which unit is highlighted/selected within a hex. This also applies to choosing which air units to participate in an airstrike, which units participate in an attack, etc. There was much more clear highlighting/outline boxing in the original AT.
Another idea: A button just below the map that allows you to go DIRECTLY to the Production Overview without having to cycle through finding a production city, clicking the factory icon, and then clicking the Production Overview button.
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Phil aka SailingGuy
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1. I'd like to see the ATG random game setup allow me to pick my "people" or regime, whatever you call it. Also the opposing forces' regimes.
2. It would be sweet if the map icons for different level resources were different, so one could see at a glance which resource hexes needed to be upgraded.
3. NATO counters option should be built in (I know, I know...)
4. Something like generals from Civilization...characters with special leadership abilities that could be attached to armies and add skills/abilities/extra morale, etc. Perhaps a "war college" that could be built in a city to create such generals and when upgraded, make even better ones.
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"Things are getting better! ...Well, maybe not as good as they were yesterday, but much better than they will be tomorrow!" -Old Russian saying
Love the game!! I'm Addicted!!!, the Wife hates it!. LOL Is it possible in Random Game Generator to put in a sci-fi / space battle option in world type?
Keep up the great work!!!
SD
< Message edited by Stardog -- 4/17/2011 4:13:20 PM >
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