Ormand
Posts: 682
Joined: 2/17/2009 Status: offline
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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.
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