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RE: No UNDO for pros

 
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RE: No UNDO for pros - 8/2/2012 7:02:33 PM   
Templer_12


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It's not the game, it's the players.

An important rule in chess stating: carefuly, carefuly, carefuly!
You kick the rules, then you will be beaten.
Decisive Campaigns: Case Blue is a brain game, not an action game.
So here the first important rule for Decisive Campaigns: Case Blue: Carefuly! Carefuly! Carefuly!

Maybe sometimes, someone can over a little scenario for beginners with extensive cheating/undo function.
So beginners can get used to the mechanics more easily.

(in reply to Toby42)
Post #: 91
RE: No UNDO for pros - 8/2/2012 7:30:42 PM   
Grotius


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I don't want "undo" either. For me the only problem has been accidentally moving a unit when I was simply trying to select a different unit to move. I'm getting used to the UI, and I haven't made this mistake for a while now.

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Post #: 92
Suggestions / requests - 8/3/2012 3:41:10 AM   
Templer_12


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Suggestions / requests

- HQ highlighting mode. Highlights the HQ if you check a unit.

- The combat numbers. For some reason I prefer the way it is used in DC:Blitzkrieg.
Give us the option in the menu to choose.

- Return of the supply rules/system from DC:Blitzkrieg.
Vic, if I want easy gaming I will do it with tic, tac, toe.

(in reply to Grotius)
Post #: 93
RE: Suggestions / requests - 8/3/2012 5:02:13 AM   
Grotius


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I'd also like to see the HQ highlighted when I click on one of its units.

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Post #: 94
RE: Suggestions / requests - 8/3/2012 6:28:58 PM   
Vic


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quote:

ORIGINAL: Templer
- The combat numbers. For some reason I prefer the way it is used in DC:Blitzkrieg.
Give us the option in the menu to choose.


Do you mean the dots and bars system to signify the quantity of the combatants?
If so you can disable the 'combat numbers' in the prefs.
If you mean something else, please eleborate a little bit :)

quote:


- Return of the supply rules/system from DC:Blitzkrieg.
Vic, if I want easy gaming I will do it with tic, tac, toe.


Yes your not the first one. Its a big change. Reasons to change it where easy of use for newbees and processor time issues (it took to long imho for the calcs to finish). However if you want load a scenario, go to editor, go to 'setng', click on 'rulevars tab', select the 'supply tab' and change the value of rulevar 887 to 0. When you do this you play with the old 'hardcore' rules which are then also in effect for replacements. I am interested in feedback if this works as it should. Keep in mind that replacements can only go up or down one layer in the OOB per round, and so it can take like 4 rounds for your replacements to reach the frontline regiments.

best,
Vic

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Post #: 95
RE: Suggestions / requests - 8/3/2012 11:31:17 PM   
Templer_12


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quote:

ORIGINAL: Vic

quote:

ORIGINAL: Templer
- The combat numbers. For some reason I prefer the way it is used in DC:Blitzkrieg.
Give us the option in the menu to choose.


Do you mean the dots and bars system to signify the quantity of the combatants?
If so you can disable the 'combat numbers' in the prefs.
If you mean something else, please eleborate a little bit :)

Yes, I mean the dots and bars system system. Offer it for optional use like the way you did it in Decisive Campaigns: The Blitzkrieg from Warsaw to Paris (using a checkbox).



quote:

ORIGINAL: Vic

quote:

ORIGINAL: Templer
- Return of the supply rules/system from DC:Blitzkrieg.
Vic, if I want easy gaming I will do it with tic, tac, toe.


Yes your not the first one. Its a big change. Reasons to change it where easy of use for newbees and processor time issues (it took to long imho for the calcs to finish). However if you want load a scenario, go to editor, go to 'setng', click on 'rulevars tab', select the 'supply tab' and change the value of rulevar 887 to 0. When you do this you play with the old 'hardcore' rules which are then also in effect for replacements. I am interested in feedback if this works as it should. Keep in mind that replacements can only go up or down one layer in the OOB per round, and so it can take like 4 rounds for your replacements to reach the frontline regiments.

best,
Vic

I've purchased Decisive Campaigns: Blitzkrieg three days ago and was completely taken aback by the long time the AI needs for it turn.
I must admit that short computation times by the AI also have something for themselves.

Anyway, Vic, if you have already developed features and modes, and they have to be used in your previous games, then let us (always) optional decide if we want to use them in our current game or not.
And if the feature or mode is not working in a perfekt way, then note this in the popup windows.

And please in a simple way like using a checkbox somewhere in the menu.
So without the circuitous route via the editor.
I personally did not know how to deal with the editor!
And I don't want to. I am a gamer and I want to use my spare time with the game - and not being introduced to the editor.

The response to Decisive Campaigns: Case Blue within short time after the release and the already lots of mods shows you've brought us a hit.
I hope for you that many more prospective customers will discover this outstanding game and this great Decisive Campaigns series.

< Message edited by Templer -- 8/4/2012 2:00:01 AM >

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Post #: 96
RE: Suggestions / requests - 8/4/2012 3:32:04 PM   
Meteor2


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Maybe the arty units have to be adjusted.
When attacking 2 russian arty groups (1100 men, 130 pieces) with a full panzer div (4000 men, 90 panzers and 30 arty pieces) in open terrain, the panzers are stopped.
No retreat or an overrun og the arty groups. That feels incorrect.

(in reply to Templer_12)
Post #: 97
RE: Suggestions / requests - 8/6/2012 11:52:36 AM   
Keunert


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The reinforcement list in the briefing should start with the actual turn date.

The soviet reinforcement list is very long. once you have played several turns it takes a lot of scrolling to get the next turns units.

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Post #: 98
Suggestions / requests - 8/6/2012 12:40:46 PM   
Templer_12


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Suggestions / requests

A very revised, improved and more comprehensive manual.
I think you have to ask far too much information here in the forum.

If you stop playing few days or weeks the games and have forgotten the information, then you have to search very cumbersome here in the forum this lost information again.

Vic makes great games.
But his manuals...ts,ts,ts

(in reply to Keunert)
Post #: 99
RE: Suggestions / requests - 8/6/2012 2:12:03 PM   
Toby42


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It's too hard to see the darkened move to hexes with snow covered hexes?

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Post #: 100
Suggestions / requests - 8/7/2012 6:42:03 AM   
Templer_12


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Suggestions / requests

Perhaps this desire, this proposal would be repealed better in the mod department.

I wish another great scenario. The big scenario. The truth scenario.

Beginning September 1939 - ending May 1945 (or earlier if the Russian offensive is unstoppable - or later, when the German troops sent, intelligent, and relentlessly defend).

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Post #: 101
RE: Suggestions / requests - 8/7/2012 11:19:59 AM   
Forever

 

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Hello and sorry for my English I use the translator

It would be nice if the corps had a list of assigned units
I would like to after moving to some statistics appeared in its full description

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Post #: 102
RE: Suggestions / requests - 8/7/2012 2:48:30 PM   
abulbulian


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Fix this issue with loses against entrenched units (low) and un-entrenched units disproportional high. This should help fix the bogus nature the way single AT and ARTY units defend (auto-entrench).

http://www.matrixgames.com/forums/tm.asp?m=3158340


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Post #: 103
RE: Suggestions / requests - 8/7/2012 9:37:25 PM   
bwheatley

 

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quote:

ORIGINAL: Templer

Suggestions / requests

Perhaps this desire, this proposal would be repealed better in the mod department.

I wish another great scenario. The big scenario. The truth scenario.

Beginning September 1939 - ending May 1945 (or earlier if the Russian offensive is unstoppable - or later, when the German troops sent, intelligent, and relentlessly defend).

quote:

Keep in mind that replacements can only go up or down one layer in the OOB per round, and so it can take like 4 rounds for your replacements to reach the frontline regiments.


Templer you could check out another game by vic Advanced Tactics Gold. We have several mods http://advancedtactics.org/ for World at war which is the whole world.

I guess you could probably even import an ATG scen into DC2 if i'm not mistaken. :) Just the skinning is different and the reports.


_____________________________

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-Alpha Tester WITE2
-Alpha Tester Wif
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(in reply to Templer_12)
Post #: 104
RE: Suggestions / requests - 8/8/2012 9:35:57 PM   
Templer_12


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@ bwheatley,

I already own Advanced Tactics Gold.
And I never liked it!

It might be a great game - but not my cup of tea.

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Post #: 105
RE: Suggestions / requests - 8/8/2012 9:40:57 PM   
James Ward

 

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Is there a quick save button? I always find them handy when I'm playing and storms roll in.

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Post #: 106
RE: Suggestions / requests - 8/9/2012 3:21:22 AM   
bwheatley

 

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quote:

ORIGINAL: Templer

@ bwheatley,

I already own Advanced Tactics Gold.
And I never liked it!

It might be a great game - but not my cup of tea.


Oh wow what bugged you about it? If i may ask.

_____________________________

-Alpha Tester Carrier Force
-Beta Tester ATG
- Mod Maintainer (past) for ATG's WAW mod
- Mod Maintainer (past) for ATG's GPW mod
-Beta Tester WITE
-Alpha Tester WITW
-Alpha Tester WITE2
-Alpha Tester Wif
-Beta Tester Command

(in reply to Templer_12)
Post #: 107
RE: Suggestions / requests - 8/9/2012 7:57:21 AM   
Grotius


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1. Low priority: how about a sound effect to go with strategic movement? Optimally, it would be a choo-choo train sound. :) It's not a completely frivolous suggestion; I sometimes am not sure whether the transfer worked, and a sound effect would be useful confirmation.

2. I personally like the Dismissal option, but perhaps consider adding a new option -- an intermediate penalty short of Dismissal, say. Maybe a Victory Point penalty for each turn you're late taking an objective, or each turn you're early losing one? "If you fail to capture Rostov by July 28, you will lose 1 VP per turn until you do capture it." Something like that? I stress that I would NOT want you to remove the Dismissal option, as I personally enjoy it; but perhaps a new, less punitive alternative would appeal to some players.

< Message edited by Grotius -- 8/9/2012 7:58:33 AM >


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Post #: 108
RE: Suggestions / requests - 8/10/2012 6:33:58 AM   
rominet


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Would it be possible to set different level of Retreat, Replacement and Supply to each regiment of a single division?

Sometimes, in fact usually, you need to set a high level of Retreat (25%, 50%) to 1 or 2 reg in plain with bad entrenchment to avoid too many losses as the others must hold a strong defensive position (town, forest , behind river with good entrenchment) so need a low level of Retreat (75%, 100%).

This would help for tactical micro managment.

< Message edited by rominet -- 8/10/2012 7:20:21 AM >


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Post #: 109
RE: Suggestions / requests - 8/10/2012 9:28:50 AM   
Forever

 

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change that prevents the giant amphibious operations
I really can not land on the beach and transports them to blow up the 5th Infantry Division

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Post #: 110
RE: Suggestions / requests - 8/10/2012 9:30:34 AM   
Forever

 

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quote:

ORIGINAL: rominet

Would it be possible to set different level of Retreat, Replacement and Supply to each regiment of a single division?

Sometimes, in fact usually, you need to set a high level of Retreat (25%, 50%) to 1 or 2 reg in plain with bad entrenchment to avoid too many losses as the others must hold a strong defensive position (town, forest , behind river with good entrenchment) so need a low level of Retreat (75%, 100%).

This would help for tactical micro managment.




and this can not be set for individual units?

< Message edited by Forever -- 8/10/2012 9:31:06 AM >

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Post #: 111
RE: Suggestions / requests - 8/11/2012 11:17:27 AM   
Hexagon


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A little feature that could be usefull is add in the combat screen details a sumary like the one that appear when you play a turn... i refer to a list with all units involved in combat with all casualties in right column... i think that detail battle sumary needs it, if you can see casualties round by round why dont add a final round to see the totals???


< Message edited by Hexagon -- 8/11/2012 11:18:04 AM >

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Post #: 112
RE: Suggestions / requests - 8/11/2012 8:45:07 PM   
James Ward

 

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A way to highlight units with AP remaning would be helpful.

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Post #: 113
RE: Suggestions / requests - 8/11/2012 8:56:40 PM   
Pawsy

 

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All HQ's on top and or find HQ for unit. I know I can go from OOB.

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Post #: 114
RE: Suggestions / requests - 8/11/2012 9:41:05 PM   
sandman2575


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I'd love both an "All HQs on top" *and* an "All Air Units on top" button. Searching for buried Air Units is probably the only thing that truly bugs me about DC -- that and the too small combat results, although I'm grateful Vic improved this a bit int he last patch.

All Hqs on top!
All Air Units on top!

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Post #: 115
RE: Suggestions / requests - 8/14/2012 6:46:07 AM   
Grotius


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A couple minor suggestions:

1. While the Soviet AI is playing its turn, I can see its Prestige goals on the map. At least, I think I can. I see various cities with PR points in red, and they don't correspond with my goals. Vic, would you consider hiding this prestige info from the player, to preserve fog of war? I don't think I'm supposed to know what my opponent's Prestige goals, am I? Not a big deal.

2. When I play a reinforcement card, it automatically assigns the new unit to whatever HQ happens to be closest to the chosen city. Often I end up "gaming" which city to choose to avoid sticking the unit with a politically-connected HQ that will cost Political Points to leave. Any chance we could manually assign a reinforcement's HQ when it arrives?

3. In general, the AI is playing a very strong game against me. It's only made a couple of obvious errors. Is it helpful for me to post details, or to send along a saved game, or anything? If not, no big deal. To be honest, I need all the help I can get against the AI on "Normal," so I was rather happy. :)

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Post #: 116
RE: Suggestions / requests - 8/14/2012 11:31:35 AM   
Templer_12


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quote:

ORIGINAL: Grotius

A couple minor suggestions:

1. While the Soviet AI is playing its turn, I can see its Prestige goals on the map. At least, I think I can. I see various cities with PR points in red, and they don't correspond with my goals. Vic, would you consider hiding this prestige info from the player, to preserve fog of war? I don't think I'm supposed to know what my opponent's Prestige goals, am I? Not a big deal.

Don't mention that before.
If so, then it must be changed!
That is not a minor suggestion. It is a big deal!

(in reply to Grotius)
Post #: 117
RE: Suggestions / requests - 8/15/2012 6:47:52 AM   
rominet


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Is it normal that after a normal move (by foot for example), a strategic movement by train (without any penalties) is still possible?
The opposite (strategic movment followed by normal move) is not possible.

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Post #: 118
RE: Suggestions / requests - 8/15/2012 9:14:19 AM   
rominet


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Something i wish i don't want to see.

(I am playing germans)







I know it is not so important to see an ennemy offensive bonus because it is too late but in fact, i am nearly sure now that its HQ probably doesn't have command points any more.

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Post #: 119
RE: Suggestions / requests - 8/15/2012 4:07:43 PM   
Keunert


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one great addition that would make the good ui even more elegant:
if you set a fighter unit on intercept, make the interception area visible with a marked hex outline or a circle.
this could be an option.

it would help to see where better not to put tanks. i also think that it just would be elegant looking...

(in reply to rominet)
Post #: 120
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