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A couple of suggestions - 2/26/2014 7:37:25 PM   
PKH

 

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- Option to disable the auto save per turn. I can't see an option for this.
- Mouse wheel scrolling to move the the overview map.
- Show the units path when I give it a move order.
- Waypoints for unit movement, which can be executed over several turns if neccessary.

Post #: 1
RE: A couple of suggestions - 2/27/2014 9:16:50 PM   
FrankHunter

 

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Hello, thank you for the suggestions, I've noted them.

I never considered not wanting to have an autosave. Mostly for my own selfish reasons as that way if a bug pops up I know there will be a save.

Originally the game did show the path a unit would plan on taking. However, the move path is dynamic meaning the unit recalculates its path after each hex moved. So as conditions change such as a hex it planned on moving through becoming enemy controlled or overstacked, the route would change.

(in reply to PKH)
Post #: 2
RE: A couple of suggestions - 2/28/2014 2:45:49 AM   
Alex1812


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As for me the game needs some German AI tweaks for more stronger defence. Also It will be nice if destroyed units are returned to play a few months after they were eliminated as near empty units, requiring replacements and supply before they are usable again. Thanks.

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Post #: 3
RE: A couple of suggestions - 2/28/2014 9:01:03 AM   
PKH

 

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I agree on the AI. I think it does ok for the most part, but it seems to move around a bit too much, abandoning important cities (Rome, Anzio), and leaving weak units on the front lines by themselves which I can easily assault and break through.

On the Gustav Line, I got a decisive win on the 1st try as allies, and I only needed one amphibious assault into Anzio. I'm now on turn 61/131 as allies in the historic campaign and control about 75% of the map. I haven't done any amphibious assaults. The germans left on the front lines are either already bypassed, or about to be. I only need to bring up reinforcements over the next turns, and the game could be over in another 15-20 turns I think.

The game is enjoyable enough and plays quickly. The wego is definitely interesting. The map looks very nice I think. Playing as the germans is probably a good deal more challenging, and I'll try that after.

Edit:
Another suggestion. When a unit has less than 9 turns to withdrawal, if the turns left could be shown on the counter, it would be really useful. I'm aware of the color change of the unit number, but I think there's room below that. If not, the unit number could be moved up a bit to make room.

< Message edited by PKH -- 2/28/2014 10:11:25 AM >

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Post #: 4
RE: A couple of suggestions - 2/28/2014 2:08:54 PM   
zgrant

 

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quote:

ORIGINAL: PKH
Another suggestion. When a unit has less than 9 turns to withdrawal, if the turns left could be shown on the counter, it would be really useful. I'm aware of the color change of the unit number, but I think there's room below that. If not, the unit number could be moved up a bit to make room.


That's a great suggestion. I hope Frank considers it for future updates or other games. Don't forget there is a way to look at all the units that will arrive or be withdrawn from the game in the unit management window. The units are listed in turn order, so you can quickly see what will arrive or leave by looking at the list. However, being able to see that on the counter while looking at the map would be brilliant.

(in reply to PKH)
Post #: 5
RE: A couple of suggestions - 2/28/2014 3:26:03 PM   
pzgndr

 

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quote:

ORIGINAL: Alex1812
Also It will be nice if destroyed units are returned to play a few months after they were eliminated as near empty units, requiring replacements and supply before they are usable again.


This is already the case. Destroyed units can be rebuilt, starting as soon as the following turn with at least one strength factor. They then have to be built up and supplied, as well as moved to the front.

(in reply to Alex1812)
Post #: 6
RE: A couple of suggestions - 3/6/2014 4:40:09 PM   
tombo

 

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couple suggestions...

1. log the Battle displays so player can go back and review results and sequence it occured by turn.
2. Player can control speed during WEGO phase.
3. expand the Air phase reports info...add air superioirity phase display w/results and add interdiction display showing results and units impacted.

still learning game.

cheers

(in reply to pzgndr)
Post #: 7
RE: A couple of suggestions - 3/6/2014 5:41:49 PM   
Radagy


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Why not leaving the players freedom to choose which units to withdraw, as long as you fulfill a minimum number of infantry or armor steps?
A more compelling rule could say you have to withdraw a specific number of steps of a given quality and/or given nationality.

(in reply to tombo)
Post #: 8
RE: A couple of suggestions - 3/6/2014 6:31:10 PM   
Uxbridge


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Double clicking on a unit in the management window will take you to the unit on map, would be useful.

Another nice feature would be if you could decrease air support on some bigger display, rather than having to click around all units checking which is on "3". I Think I actually saw this somewhere, but must have dreamt it. Couldn't find it when looking for it.

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Post #: 9
RE: A couple of suggestions - 3/6/2014 8:56:24 PM   
Michael T


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Yes, a reset all air support for every unit to 0 would be good.

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Post #: 10
RE: A couple of suggestions - 3/7/2014 12:52:26 AM   
FrankHunter

 

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tombo, the player can change the speed of playback movement if you go into the Settings form. Lower right side of the form.

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Post #: 11
RE: A couple of suggestions - 3/7/2014 1:43:27 AM   
tombo

 

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I see it (playback) now Frank...thanks. The settings form not addressed in manual though.

cheers.

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Post #: 12
RE: A couple of suggestions - 3/7/2014 3:33:03 AM   
Hanal

 

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+1 for the ability to scroll the map....

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Post #: 13
RE: A couple of suggestions - 3/7/2014 6:21:04 AM   
Michael T


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The map does scroll, but rather slowly on my PC.

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Post #: 14
RE: A couple of suggestions - 3/7/2014 10:58:25 AM   
tombo

 

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...you can adjust map speed from the Settings menu.

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Post #: 15
RE: A couple of suggestions - 3/7/2014 9:25:27 PM   
FrankHunter

 

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Uxbridge,

quote:

"Another nice feature would be if you could decrease air support on some bigger display, rather than having to click around all units checking which is on "3". I Think I actually saw this somewhere, but must have dreamt it. Couldn't find it when looking for it."


If you click on the button where you can bring up a form that lists all your on map units, or destroyed units etc, if you select On Map units and then select a unit in that list you will in the bottom right corner of the form see two buttons for increasing or decreasing air priority for that unit. What I do is click on the top unit in the list and then use the down arrow key to quickly go down the list and see what units have what air priority. Its a lot faster than clicking on each unit on the map.

(in reply to tombo)
Post #: 16
RE: A couple of suggestions - 3/8/2014 12:04:20 AM   
tombo

 

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excellent tip...please fell free to add others.
cheers.

(in reply to FrankHunter)
Post #: 17
RE: A couple of suggestions - 3/8/2014 5:25:58 AM   
FroBodine


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From: Brentwood, California (not the OJ one)
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Again, beating a dead horse, this is all great stuff that should be in the manual!

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Post #: 18
RE: A couple of suggestions - 3/8/2014 6:20:16 AM   
Rasputitsa


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From: Bedfordshire UK
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quote:

ORIGINAL: FrankHunter

Uxbridge,

quote:

"Another nice feature would be if you could decrease air support on some bigger display, rather than having to click around all units checking which is on "3". I Think I actually saw this somewhere, but must have dreamt it. Couldn't find it when looking for it."


If you click on the button where you can bring up a form that lists all your on map units, or destroyed units etc, if you select On Map units and then select a unit in that list you will in the bottom right corner of the form see two buttons for increasing or decreasing air priority for that unit. What I do is click on the top unit in the list and then use the down arrow key to quickly go down the list and see what units have what air priority. Its a lot faster than clicking on each unit on the map.



It would be useful, if as you go down the 'on map' unit list, the selected unit is highlighted on the map, you can then then use the list to check the condition of all your units (supply, strength, disruption, etc.) and quickly find units needing attention, especially when hidden in a stack.


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(in reply to FrankHunter)
Post #: 19
RE: A couple of suggestions - 3/8/2014 12:05:54 PM   
tombo

 

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...i think it was mentioned before, but add "snap to unit" from the list and the mini map to main map would help the Player allot.

also, on the mini map provide Auto-scroll to it as its larger too requiring manual scroll.

cheers.

(in reply to Rasputitsa)
Post #: 20
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