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RE: ATG: Wishlist thread - 5/18/2013 5:10:00 PM   
Jenska


Posts: 28
Joined: 5/11/2013
From: Boston, Mass
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To Konrads points, being able to see the detailed casuality breakdown AFTER your opponents turn in the TOTALS report would be nice.

Fighter escort isn't automatic like interception, but they can be made part of the formation doing the airdrop or transport, and will engage any interceptoring fighters. Of course, that acts as a mission (AP's, fuel, etc) for them, so they're no longer at full range.

(in reply to Konrad_Novak)
Post #: 271
RE: ATG: Wishlist thread - 5/23/2013 4:04:01 PM   
Hollywood7

 

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I'd like to see Officer's cards come fast and/or are attended more easily. In the multiplayer games I've played since the release, neither side has yet had a chance to play an Officer card as most games are decided in the first 12-15 turns, so either:
a) hardcode faster attainment or
b) provide option to select faster attainment.

Thanks.

(in reply to Jenska)
Post #: 272
RE: ATG: Wishlist thread - 6/20/2013 3:52:10 PM   
CSO_Talorgan


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I just want to agree with almost everything Konrad_Novak says.

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Post #: 273
RE: ATG: Wishlist thread - 7/4/2013 6:46:38 AM   
Ormand


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While trying to build my mod I ran into a few things that would make life easier. I'll probably add more later.

1. I couldn't find something for this in the rulevars, so for random games, if HQs are part of the setup, how about making units subordinate to the closest HQ, and all the HQs subordinate to Supreme. Instead, the set up does something complicated that makes a mess of the OOB. It is complicated to fix in either the editor or after the game starts. By this I mean, I set up the random games to include an HQ in the start up cities, and found the units to be subordinate all over the place. It would be simple in this case to just have the units subordinate to the HQ in the hex. But, to be safe it might be wise to make it closest. of course, this should only apply to random games and not historical scenarios.

2. Along the lines of 1. above, in the editor, it would be better if the readiness penalty wasn't applied when changing HQs.

3. In the editor. I found the most time consuming task of making a mod is to properly set all the graphics overrides. This is complicated because you have to click the '+' button for each terrain you need to override. Consequently, you spend a really long time going through each terrain and adding all the new ones it should override. If at all possible, I beg you to add the ability to check a box or something so that you can set all the override terrains in the same operation. By this I mean, once you click the '+' button, the dialog opens, but next to each terrain is a box you can check or uncheck by each terrain to set it true or false. If this is too hard, how about a set all 'true' button. Currently, it is much easier to take terrains off the override list than it is to put them on. Another alternative would be a master matrix that you could set though a box or an loaded excel spreadsheet or something.

4. I didn't see this, but would it be possible to define an SFT that has more morale than the base for the regime, say 10%. I was thinking of this as an option for paratroopers, and possibly marines (below). One thing that sets them apart, aside from jumping out of perfectly functioning airplanes, is generally better training and esprit de corps. One way to to reflect this would be higher morale. Instead, I wound up giving them 5% more hit points.

5. Instead of making the amphibious assault penalty a global rulevar, can it be put into the SFT definition. Thus, one could setup a tech and an SFT that would reflect special training for amphibious assaults, namely marines.

6. This a bit more difficult to do, but it could be useful to set up a terrain that would hex based, kind of like rivers. Two that come to mind are beaches and escarpments. The idea being that you could specify a particular area on the coast as a beach, and subject to amphibious assault, or a direction where there are cliffs, and thus more difficult to attack.

(in reply to DasTactic)
Post #: 274
RE: ATG: Wishlist thread - 7/21/2013 11:08:55 AM   
Strategiusz


Posts: 236
Joined: 9/13/2008
From: Upper Silesia, Poland
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quote:

ORIGINAL: ernieschwitz

I would like the ability to make a note to oneself in game, that comes the next turn.

People can message everyone, except themselves, would be nice to remind yourself sometimes of some things... this way.

I think better idea is simple to write on paper. I was doing this in my last game. I was checking each HQ making notes what weapon they need. Then I was trying to produce these units in my cities and factories.
If I would have to do my notes with the game engine it would be much more clicking. You can have access to your paper note without clicking and loosing temporary access to any thing in game.

< Message edited by Madlok -- 8/26/2013 7:31:15 PM >


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Post #: 275
RE: ATG: Wishlist thread - 9/28/2013 8:55:28 PM   
Khanti

 

Posts: 317
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From: Poland
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In case this wasn't said earlier: I wish for arrow keys and mouse scroll in editor (and in game also).
Especially going through all those SFT lines without arrow keys is time consuming.

(in reply to Strategiusz)
Post #: 276
RE: ATG: Wishlist thread - 6/15/2014 5:52:50 PM   
noel60

 

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Joined: 6/18/2007
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I would like to be able to preset the makeup of units whn creating them.I would like to be able to create specific kind of units and set it up so I dont have to tranfer indv type units whn filling a created unit.Say if I want to create a inf div it would auto fill it to my specified make up for tht type unit from specified HQ.Would save alot of clicking.

(in reply to Jafele)
Post #: 277
RE: ATG: Wishlist thread - 7/27/2014 10:11:31 PM   
Tac2i


Posts: 2001
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From: WV USA
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Would be nice if 'Cheap Research' and 'High Prod Cost' could be moved to the post map creation item list as they have no bearing on the map creation routine that I can see.

Edit: and Stone Age.


< Message edited by Webizen -- 7/28/2014 4:05:17 PM >


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Post #: 278
RE: ATG: Wishlist thread - 6/1/2015 3:42:09 PM   
Khanti

 

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From: Poland
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In SFT/unit tabel there is only 8 slots visible as TARGET GROUP (att/hp) and no possibility of using mouse/arrows to view more positions. I'd like to be able to browse through that table.

*click to view info on subformationtype
*combat stats
*right table (target group)

(in reply to Tac2i)
Post #: 279
RE: ATG: Wishlist thread - 6/1/2015 8:54:53 PM   
Jafele


Posts: 737
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From: Seville (Spain)
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A button to save by default your favourite options in random maps (climate, world size, etc.).

(in reply to Khanti)
Post #: 280
RE: ATG: Wishlist thread - 6/5/2015 8:06:21 AM   
Jafele


Posts: 737
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From: Seville (Spain)
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New units:

Howitzer

Self propelled artillery

Scout car

(in reply to Jafele)
Post #: 281
RE: ATG: Wishlist thread - 6/20/2015 6:47:00 PM   
davebob

 

Posts: 63
Joined: 9/9/2014
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1. I would like to begin the game allied with the crate people. Never found a way.

2.Assault Guns. I miss being able to drive my Sig 150 or Su152 up to unprotected infantry and watching them scurry around in terror. ATG assault Guns don't seem to have this flavor. Lt tanks work just as well.

3.Production sliders for each side. The ai +/- system is misleading, and mathemacally unclear. I would like to be able to change them in game if there is a balance problem.

4.Side surrender. Total destruction seems to be the only option here. A rework here could make larger maps more enjoyable/playable.

5.Spy/Intel. The game is diminished to not know anything about a war going on nearby, besides the change of ownership of hexes.

6.Radio tech. Surely there can be some fun here. Before one has all the tech and production to give everyone radios, who do you give them to...fighters, dive bombers, tanks? Be fun to issue the first radios to your veteran units.

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Post #: 282
RE: ATG: Wishlist thread - 6/20/2015 7:29:26 PM   
davebob

 

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Air coordination tech.
There doesn't seem to be a way to recreate the Battle of Britain in ATG. When I want to establish air superiority, I don't want my bombers trying to kill infantry or whatever.
At achieving air tech 1, one received an air leader. Air units (including flak) can be assigned to this leader, or not.
Those units assigned to air hq can opt for 3 missions:
Air superiority. Units will attack air assets in enemy territory . fuel and supply is manually applied to the hq for this effort. Air units combat enemy air, flak, fields, factories in a single combat.
Air defense mission. Air units and flak defend from enemy air superiority mission. Important to note the huge advantage Britain had defending the Isle. They were better rested, generally had the elevation advantage, and when they got shot down, they landed in Britain ! Big advantage. I'm no expert on the battle, but just a cursory look at the MIAs tell the story.

Normal mission. Units are assigned as they are in current rules.

Note that air units can be assigned to other, regular hqs, and so,not be a part of the air hq missions. For example, the Germans learned that their dive bombers were not effective on air superiority missions, as fixed flack units murdered them. Further, bombers would not be useful in air defense missions.

Cap. Nuf said. A fighter flying cap over a hex should be doubled or tripled for attacks on that hex.


Carriers. Wow tough nut. Carrier battle is a minute by minute thing. Generally, carrier planes should be assigned missions. Search, cap, bomb/escort. Who finds who first is big.problem is, how can ATG react to a carrier being spotted first by the non-moving player ?

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Post #: 283
RE: ATG: Wishlist thread - 6/21/2015 2:15:59 AM   
GaryChildress

 

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From: The Divided Nations of Earth
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Definitely would like an "undo" button for the editor. I just created a beautiful outline of a map then accidently destroyed it by using the "fill" tool instead of the "draw" tool. I hate when I do that!

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Post #: 284
RE: ATG: Wishlist thread - 6/29/2015 4:58:06 PM   
davebob

 

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If it were possible to make riverboat units for General Grant, I might be tempted to make a civil war scenario. Can it be done with the existing engine ?

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Post #: 285
RE: ATG: Wishlist thread - 6/29/2015 5:21:16 PM   
ernieschwitz

 

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quote:

ORIGINAL: Gary Childress

Definitely would like an "undo" button for the editor. I just created a beautiful outline of a map then accidently destroyed it by using the "fill" tool instead of the "draw" tool. I hate when I do that!


You don´t know how often I have done exactly that too...

(in reply to GaryChildress)
Post #: 286
RE: ATG: Wishlist thread - 6/29/2015 6:08:57 PM   
danlongman

 

Posts: 586
Joined: 3/27/2012
From: Over the hills and far away
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You guys are my heroes as this has to be probably the game I love the most.
I have a couple of thousand computer games
What I love most is exploring making a 4X with the best part managing the economy
and infrastructure and guiding the technical development of my armed forces
fighting others who are doing the same. I play with very expensive tech costs
so that splurging those PP's to gain the ability to motorise and build armour
really hurts. I like to start at an imaginary date 1850-1900 and go to the
post WW2 and modern era. I really like the idea of easily being able to "tack on"
or take off elements of increasing complexity. I am going to go and play it now.

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(in reply to ernieschwitz)
Post #: 287
RE: ATG: Wishlist thread - 7/12/2015 6:34:15 PM   
Jafele


Posts: 737
Joined: 4/20/2011
From: Seville (Spain)
Status: offline
Would be cool to get automatic transport reinforcements for HQ formations.

Example: Your officer has 55 staff and 3 trucks. For the next turn he gains +6 staff (61) so he needs another truck.

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Post #: 288
RE: ATG: Wishlist thread - 8/8/2015 9:23:20 AM   
Anabella888

 

Posts: 10
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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.

But one improvment I'd like to see
is the mouse wheel being used more often
in the lists.

(in reply to Stardog)
Post #: 289
RE: ATG: Wishlist thread - 8/9/2015 5:27:29 AM   
Anabella888

 

Posts: 10
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Pretty love this game. But I would like to have more information on the unit clicked on, such as its SF name, without having to leave the screen to identify it.

(in reply to Jafele)
Post #: 290
RE: ATG: Wishlist thread - 1/10/2016 11:54:01 PM   
GaryChildress

 

Posts: 6830
Joined: 7/17/2005
From: The Divided Nations of Earth
Status: offline
Would be great if there were an ability to import maps from one scenario to another.

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Post #: 291
RE: ATG: Wishlist thread - 1/16/2016 3:53:46 AM   
StrategyGamer

 

Posts: 39
Joined: 11/25/2015
From: United States of America
Status: offline
1. territory "clean up"
Something seemingly simple where territory that is unsupplied, and isn't connected to a
location type or unit, should be taken over by the surrounding warring regime, these lands bug
me as my territory never looks right, it is more of an issue on scenarios than random games though

2. Scroll bar
Nowadays computers have wider screens, (at least for laptops) so it would be nice if you would add a scroll bar to some
editor menus as my wider screen isn't tall enough to see everything. To me, the cut off is in the
import menu, and the officer screen. This is annoying and restricts me from accessing all of the
editor

EDIT: Realized this wasn't going to make it, so 3 and four are deleted

5. Special Recon AI
So I don't see much recon done by the AI so it would be nice if we had a AI role score that would
be say, Recon Air and Recon Ground, and even Recon Sea, or just recon so the AI would use jeeps
specially made Recon planes that people make.

< Message edited by StrategyGamer -- 2/7/2016 4:34:21 PM >

(in reply to GaryChildress)
Post #: 292
RE: ATG: Wishlist thread - 1/20/2016 5:34:45 PM   
HarpyEagle

 

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I went 30 years without playing wargames. I thought when Simulation Publications died, the whole genre did also. So happy to see some great games are being produced. I just bought Advanced Tactics Gold.

Suggestion #1: When you go to make four new units from a HQ, e.g., you have to click many times. Why not have the ability to make QUANTITY (x) where x = "make me four regular subformations and assign to the same HQ". It would save a ton of clicks.

Likewise,Suggestion #2... You make new unit, move far to the right to click check mark to assign HQ, then move far to the upper left to assign the HQ then move down to hit "OK". Isn't there a way to confine the making of new units into a small confined area right next to the option of make new subformation/make new HQ? This would be in the same area where unit icons and info shows up, right in the lower center of screen. This would save a massive amount of cursor swing/mouse movement all over the wide screen so that it all happens in a very small box right next to the unit formation options. Using a text box to scroll through with mouse wheel could help when choosing the HQ in order to confine the work area to a small place.

In general, there are a number of things that can be done that can reduce the number of clicks. Macros? Is there a way to use macros? I realize this isn't MS Word but maybe the programmers know how to do this for a game.

Question A ... Rulevars? I have not figured out a way to view the rulevar defaults. Where is that?

Question B ... Is there a manual somewhere to explain how to use the editor?

Question C ... Is there a detailed manual somewhere to explain how to use the TOE?

Thanks for making this excellent game. I threw a random dart since I had no idea what wargame was good to purchase. I love complexity, I love taking an hour to do one turn, hey, that's me. I'm sure there are even better wargames out there so I am anxious to get involved in the community to figure out what the next wargame to purchase is.

< Message edited by HarpyEagle -- 1/21/2016 8:26:48 AM >

(in reply to StrategyGamer)
Post #: 293
RE: ATG: Wishlist thread - 1/21/2016 1:32:52 PM   
Tac2i


Posts: 2001
Joined: 4/12/2005
From: WV USA
Status: offline
Welcome to ATG!

See the "Info for Newbies" post if you haven't yet: http://www.matrixgames.com/forums/tm.asp?m=3677219

Re A: Make random game then hit the Edit button (or use Load Scenario button). Click on Setng button and on the left you will see RuleVars under Property Sheets.

Re B: I think the ATG Manual has some stuff about the editor. See Wiki for more info. No dedicated editor manual.

Re C: No detailed manual. See Wiki. Using TO&E templates saves a ton of mouse clicking. As you mobilize your armies the first few turns will be very busy.

quote:

ORIGINAL: HarpyEagle

I went 30 years without playing wargames. I thought when Simulation Publications died, the whole genre did also. So happy to see some great games are being produced. I just bought Advanced Tactics Gold.

Suggestion #1: When you go to make four new units from a HQ, e.g., you have to click many times. Why not have the ability to make QUANTITY (x) where x = "make me four regular subformations and assign to the same HQ". It would save a ton of clicks.

Likewise,Suggestion #2... You make new unit, move far to the right to click check mark to assign HQ, then move far to the upper left to assign the HQ then move down to hit "OK". Isn't there a way to confine the making of new units into a small confined area right next to the option of make new subformation/make new HQ? This would be in the same area where unit icons and info shows up, right in the lower center of screen. This would save a massive amount of cursor swing/mouse movement all over the wide screen so that it all happens in a very small box right next to the unit formation options. Using a text box to scroll through with mouse wheel could help when choosing the HQ in order to confine the work area to a small place.

In general, there are a number of things that can be done that can reduce the number of clicks. Macros? Is there a way to use macros? I realize this isn't MS Word but maybe the programmers know how to do this for a game.

Question A ... Rulevars? I have not figured out a way to view the rulevar defaults. Where is that?

Question B ... Is there a manual somewhere to explain how to use the editor?

Question C ... Is there a detailed manual somewhere to explain how to use the TOE?

Thanks for making this excellent game. I threw a random dart since I had no idea what wargame was good to purchase. I love complexity, I love taking an hour to do one turn, hey, that's me. I'm sure there are even better wargames out there so I am anxious to get involved in the community to figure out what the next wargame to purchase is.


< Message edited by Webizen -- 1/21/2016 2:44:00 PM >


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Post #: 294
RE: ATG: Wishlist thread - 1/21/2016 2:43:45 PM   
Ormand


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The ATG manual doesn't have much to say about the editor. But, the ATWW2 manual does. It is the orignal manual, and it comes with ATG. Look for ATWW2-Manual in the Manuals directory. Towards the back, it gives a description of some aspects of the editor. The Wiki will the also describe a bit more, especially the event functions.

(in reply to Tac2i)
Post #: 295
RE: ATG: Wishlist thread - 1/21/2016 3:32:32 PM   
Blond_Knight


Posts: 1031
Joined: 5/15/2004
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quote:

ORIGINAL: Ormand

The ATG manual doesn't have much to say about the editor. But, the ATWW2 manual does. It is the orignal manual, and it comes with ATG. Look for ATWW2-Manual in the Manuals directory. Towards the back, it gives a description of some aspects of the editor. The Wiki will the also describe a bit more, especially the event functions.


HarpyEagle, you can also open other scenarios in the editor and see how theyre done, especially how other people code events.

(in reply to Ormand)
Post #: 296
RE: ATG: Wishlist thread - 2/5/2016 4:21:03 PM   
HarpyEagle

 

Posts: 9
Joined: 1/20/2016
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Thx everyone for the replies.

Ques #1... The Cavalry unit says it has "zero" carry capacity. I made a unit that has 10 cavalry, 9 riflemen, 3 mg, 2mor. It moves at "cavalry speed". If I were to add a 10th riflemen, it drops to foot speed. So if the cavalry unit has zero carry capacity, how can you attach other units and still move at cavalry speed?

Ques #2 ... I love the TOE idea. This is a crucial feature for game play ease to reduce clicks. However, I see a great delay, or in some cases, no sending out of units as requested ... ever.

I have Supreme HQ. I have four HQ one level below Supreme (I call them Corps HQ). One of these Corps HQ's has a HQ below it (I call a General). I have seen Supreme HQ in early stages of game, over the course of ten to 15 turns, build up 75, 100, 200, 350, 500 + riflemen, e.g. I have fighting units, of course, below my "Corps HQ" all with TOE designs. I see them requesting in rifles every turn, but Supreme builds up all these riflemen and just sits on them. On some turns, I have seen 1 rifle sent out, or a handful sent out, but hundreds are being requested to be sent.

I have rail lines and most of these units requesting the riflemen are on the rail lines. I have zone of control and am not at war. I see no supply line problem as the reason why the HQ just sits on the units and doesn't send them out, and once war starts, I am often manually sending reinforcements out to get them to the troops which defeats the purpose of TOE.

Any help you can give will be greatly appreciated.

This leads me to question #3 ... When I hit the supply layer, I see some very weird things when I right click. For example, I see the supply line for a unit that is subordinate to my 2nd Corps tracing its line to 1st Corps, even though it is within a couple hexes of 2nd Corps and 1st Corps is a long distance away. Regardless of its long distance from 1st Corps, why would the supply line go to 1st Corps at all since this unit is subordinate to 2nd Corps?

I have also seen a supply line go to an incorrect Corps, and then by moving just one hex away, the supply line now goes to Supreme HQ ... in both cases, the unit requesting the riflemen is subordinate to a 2nd level HQ but has its supply line going to either Supreme HQ or a different 2nd level that is not its parent HQ.

Any help will be very welcome. Thanks again!!!


(in reply to Blond_Knight)
Post #: 297
RE: ATG: Wishlist thread - 2/5/2016 9:50:26 PM   
Ormand


Posts: 682
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For Question #1, I presume this is in the TOE editor? I have seen something similar for two types that had the same movement in clear, but not mountain, and it got the movement wrong. I figured this was because it couldn't check them all. Otherwise, possibly it is a weighted bug for some movement types, like cavalry and foot. Of course, it should be determined by the slowest unit, but maybe it is by average in some cases.

On Question # 2. You also have to have the transport capacity to send the troops. If you do not have enough trains and trucks, it can't send the units. To see if this is your problem, go to your SHQ and try to transfer a unit during your turn. If you have landcap=0, then all the landcap has been used sending units to their HQs. In many ways, rail transport can be a hindrance getting prepared since the AI can transfer for free!

Given the transport issue, I suggest that you start setting models somewhat slowly at first. If you set all your units to models on the first turn, you will most likely not have enough flexibility to build up the units you need first of all. You can prioritize the units that get reinforced, but you might want to do the first transfers yourself, and then set the TOE moels once things get settled.

(in reply to HarpyEagle)
Post #: 298
RE: ATG: Wishlist thread - 2/5/2016 9:54:24 PM   
dominickpa

 

Posts: 49
Joined: 3/9/2008
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It appears that your TOE transfers may be due to a lack of transport capacity in your HQs. You need trucks or trains for ground transport to your receiving units from a HQ. Trucks will send them out everywhere (and cost you oil reserves), and trains will only send to units located on roads/tracks. Thus make sure your receiving units are positioned on tracks at the end of a turn to do this. Consider that trains have higher transport capacity to do this, so in certain cases, it might be a good idea to have trucks or half-tracks with your field units to maneuver to roads sometimes to get their reinforcements and save oil in the process.

Also, it will cost you more fuel the farther away units are from your HQ when using trucks; if you have both trucks and trains in your HQ, both on and off road units will be supplied, but this may be difficult to determine how much they will, if you don't have enough of either for 100% supplying. This is also true of sending extra supplies to fighting HQs. Therefore, if you like using large armor units that consume quite a bit of fuel, it might be wise to even use engineers to build nearby roads to help conserve fuel in the long run.

(in reply to HarpyEagle)
Post #: 299
RE: ATG: Wishlist thread - 3/11/2016 2:40:40 PM   
Ajantaka

 

Posts: 30
Joined: 1/23/2007
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The ability to quickly locate all the subordinate units of HQ or all the sister units (those with same HQ) by clicking on the unit/HQ and all the subordinate/units will be outlined or highlighted.

(in reply to DasTactic)
Post #: 300
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