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RE: Wish List - 3/27/2008 12:09:18 PM   
Grymme

 

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Hi Vic (end everybody else)

You mentioned before that you are working on a new game with the AT engine. Can you give us a hint about wich period/world/time which it will model or something else to drool over? When will the new game apear in development in the forum, do you have some timeframe? Does anyone no anything?

Also i published a wishlist a while ago i was just wondering if you hade any comments:

- Instead of AI, AI+, AI++ you could have a slider giving the AI a production/figthing advantage/disadvantage between 01%-500% etc. (a la Empire Deluxe).

- Ability to see how many % of the map that has been explored.

- Ability for engineers to build channels (Suez channel, Panama channel etc.).

- Ability to set up for a several turn long march or auto exploration (a la Civ).

- An separate screen with more optional rules/optional use of units etc.

- It would be nice with an optional rule with a more advanced resource system (example a citys building points could have a "territory" and the points reduced when not all territory is under players controll, ability to have oil, rubber, metalspots) OBS! optional rule only.

- Ability to "capture" enemy supplies from enemy HQ.

- Also is there still work done on the AI or is that considered finnished?

----------------------

Overall, the best game ive played since Europa universalis I. Will most likely buy your new engine game also (unless its set in Star Trek universe).


Sincerely

Tomas




(in reply to zook08)
Post #: 271
RE: Wish List - 3/27/2008 12:27:48 PM   
Vic


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Hi Tomas,

Cant say much yet. I dont want to contradict myself later on! :)

What i can say is that i am working on the AT engine. I will be focussing on the AI, the GUI and making the rules more consistent and more realistic.

Also i have a burning desire to write a better manual!

Kind regards,
Vic

(in reply to Grymme)
Post #: 272
RE: Wish List - 3/27/2008 3:55:53 PM   
Tac2i


Posts: 2001
Joined: 4/12/2005
From: WV USA
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How about setting up a wiki for the AT manual and recruit some AT players to help improve it.
quote:

ORIGINAL: Vic

Also i have a burning desire to write a better manual!

Kind regards,
Vic


@Tomas: Re channels (canals): Suez and Panama were projects that took years to complete. Not sure that would fit this game's time scale. I suppose there may be some scenarios where it could work.

(in reply to Vic)
Post #: 273
RE: Wish List - 3/27/2008 7:40:51 PM   
Iron Knight


Posts: 213
Joined: 12/24/2007
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I believe the canal idea is ment for random games with wierd map conditions and it would be very helpful. I'd agree that it should be removed for real scenarios. Hmmm.... this might not be that hard to edit in...

quote:

Cant say much yet. I dont want to contradict myself later on! :)

What i can say is that i am working on the AT engine. I will be focussing on the AI, the GUI and making the rules more consistent and more realistic.

Also i have a burning desire to write a better manual!

Kind regards,
Vic



woohoo! This game is so much cooler because of constant updates and the involvment of the developer, unlike most 'big' games!

< Message edited by Iron Knight -- 3/27/2008 7:42:16 PM >


_____________________________


(in reply to Tac2i)
Post #: 274
RE: Wish List - 3/27/2008 10:46:01 PM   
BvB


Posts: 187
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From: Pennsylvania
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better manual would be nice and I like the idea of capturing supplies.  Maybe even a spy or intelligence tech to give players better recon and chance to maybe steal tech from another player or lessen an enemy's recon ability against you.  Also maybe allow improved tech levels for better engineers or paratroops.  Thanks for the efforts so far, salute sir!  ... Baron von Beergut

_____________________________

Enlisted during Nixon, retired during Clinton then went postal - joined the USPS, then retired from that during Obama.

(in reply to Iron Knight)
Post #: 275
RE: Wish List - 3/28/2008 10:04:41 PM   
BULLDOGINTHEUK


Posts: 505
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From: Cardiff, UK
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I have noticed that 2 of our Diplomacy games are dead due to individuals who have dropped out without the courtesy of telling us their passwords or if they are on a long holiday no word. This in effect leaves the 7 other players in limbo, unable to continue the game, games that we have been playing for weeks. Would it be possible to have an option for the Host of a game to have access to all passwords or be able to play the absent players turn. I don't think turning the passwords off option would be the answer, which is currently the only option available. 

(in reply to BvB)
Post #: 276
RE: Wish List - 3/28/2008 11:21:51 PM   
Tac2i


Posts: 2001
Joined: 4/12/2005
From: WV USA
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Another option, short of giving the game host access, would be for all players to provide their game password to an agreed upon neutral non-player. Maybe Matrix could even offer such a service to the player community.

(in reply to BULLDOGINTHEUK)
Post #: 277
RE: Wish List - 3/29/2008 1:23:36 PM   
BULLDOGINTHEUK


Posts: 505
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From: Cardiff, UK
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Yeah thats not a bad idea.

(in reply to Tac2i)
Post #: 278
RE: Wish List - 3/29/2008 10:00:18 PM   
Rik81

 

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quote:

ORIGINAL: Vic

SNIPPED

Also i have a burning desire to write a better manual!

Kind regards,
Vic


It needs it

Seriously though, I think you know the manual could use some work. But on to the subject: It would be helpful if there were a method of printing out a copy of the "briefing". Some of the scenarios have a lot of "explanations", "rule variations", etc., and it would sure be convenient to have those in a hard copy.

(in reply to Vic)
Post #: 279
RE: Wish List - 3/29/2008 10:28:31 PM   
rickier65

 

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quote:

ORIGINAL: Rik81


It needs it

Seriously though, I think you know the manual could use some work. But on to the subject: It would be helpful if there were a method of printing out a copy of the "briefing". Some of the scenarios have a lot of "explanations", "rule variations", etc., and it would sure be convenient to have those in a hard copy.



That's an excellent suggestion.

Rick

(in reply to Rik81)
Post #: 280
RE: Wish List - 4/9/2008 11:36:57 PM   
zook08

 

Posts: 138
Joined: 2/19/2008
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Yet another feature wish: add some more battle information to the replay (History). Sometimes your opponent wipes the floor with your (numerically superior) army and you have no idea why. There are so many factors involved that it's hard, especially for a newbie, to tell what went wrong. And the History function tells you only what units were involved and how many losses everyone took. It would help a lot if you stored the numbers shown in the Combat Details (or what's the name) screen and made them available in the replay.

(in reply to rickier65)
Post #: 281
RE: Wish List - 4/10/2008 5:29:01 AM   
Bombur

 

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I would like tha tech prerequsites for buildable structures in the map. It would allow for better strategic long duration scenarios, as it would force players to develop their economy while keeping war effort.

(in reply to zook08)
Post #: 282
RE: Wish List - 4/13/2008 4:23:43 AM   
SSFSX17

 

Posts: 182
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From: California
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I'm sure this was mentioned like a hundred pages ago, but I would like full alliances that allow allied regimes to move around on each other's territory and use engineers to repair each other's locations.

(in reply to Bombur)
Post #: 283
RE: Wish List - 4/18/2008 7:13:14 AM   
von altair


Posts: 316
Joined: 4/27/2004
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There should be one thing in AT engine, which will help mod creators and AI. Research system needs
priority numbers, which a creator can do. For example creator can make so, that inland AI regime will
concentrate landbased techs and vice versa. Every research should have flag with numbers 1-5. AI can
then buy research for regime and use that number. If 2 research has the same priority number, it can
choose randomly. This would help a lot.

Also would help a lot, if mod creator can design AI behavior to target some locations more than others.
Please remember that HQ / Unit container costs and ability to prevent buy/sell with -1 value (per regime).

_____________________________

"An nescis, mi fili, quantilla prudentia mundus regatur?"

"Do you not know, my son, with how little wisdom the world is governed?"

-Axel Oxenstierna

(in reply to SSFSX17)
Post #: 284
RE: Wish List - 4/20/2008 1:27:34 PM   
gnrss

 

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hi.Vic.very glad to hear you mentioned you are working on a new game with the AT engine.i know now you won't tell us more info about it but i want to know is it a "big patch" for AT or a complete new game that don't need AT to run?thanks.

(in reply to von altair)
Post #: 285
RE: Wish List - 4/20/2008 1:59:57 PM   
Vic


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Joined: 5/17/2004
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hi gnrss,

It will be a standalone game.

I am going to continue work on it for a few months and if all goes well i will hopefully be able to give some more preview info when i am convinced it is al comming together as it should be.

Kind regards,
Vic



< Message edited by Vic -- 4/20/2008 2:01:46 PM >

(in reply to gnrss)
Post #: 286
RE: Wish List - 4/20/2008 2:27:29 PM   
gnrss

 

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Joined: 5/19/2005
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hi.vic.thanks for your detail reply.can i assume the new game will be at2 or its a different game just based on at engine?and will at be stop updating?

(in reply to Vic)
Post #: 287
RE: Wish List - 4/20/2008 2:30:03 PM   
gnrss

 

Posts: 40
Joined: 5/19/2005
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hi.vic.thanks for your detailed reply.can i assume the new game will be AT2 or its a different game just based on AT engineHand will AT be stopped updatingH

< Message edited by gnrss -- 4/21/2008 2:53:00 PM >

(in reply to Vic)
Post #: 288
RE: Wish List - 4/21/2008 5:09:44 AM   
BvB


Posts: 187
Joined: 10/7/2001
From: Pennsylvania
Status: offline
Is there a "next unit" hot key?  If no, then that would be the one main thing I would wish for, especially for large battles.


_____________________________

Enlisted during Nixon, retired during Clinton then went postal - joined the USPS, then retired from that during Obama.

(in reply to gnrss)
Post #: 289
RE: Wish List - 4/21/2008 6:13:27 AM   
TPM

 

Posts: 349
Joined: 2/8/2007
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This is good...and it seems (although I am not a programmer) that it would be easy to do.

quote:

ORIGINAL: 03_walk_alot

Button to go straight to OOB screen would be nice.
Ability to edit unit name on OOB screen also.

thanks


(in reply to 03_walk_alot)
Post #: 290
RE: Wish List - 4/21/2008 6:18:33 AM   
TPM

 

Posts: 349
Joined: 2/8/2007
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This may have been mentioned before, maybe by me I think...but Vic is there any chance of the leaders being put back in AT? I LOVED that aspect of People's Tactics...it really gave the game a flavor. The firing, the hiring, etc. Thanks.

(in reply to TPM)
Post #: 291
RE: Wish List - 4/21/2008 3:55:16 PM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline

quote:

ORIGINAL: gnrss

hi.vic.thanks for your detailed reply.can i assume the new game will be AT2 or its a different game just based on AT engineHand will AT be stopped updatingH


I am planning to keep working on AT whatever happens with future game plans. I can however not yet reveal any more information about the next game i am working on.

(in reply to gnrss)
Post #: 292
RE: Wish List - 12/20/2008 2:08:36 AM   
Casus_Belli

 

Posts: 444
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More zoom, more zoom-in, more zoom-out and more overall zoomability are my four suggestions.

_____________________________

Furthermore, Carthage must be destroyed.

(in reply to Steely Glint)
Post #: 293
RE: Wish List - 12/20/2008 2:09:29 AM   
Casus_Belli

 

Posts: 444
Joined: 11/20/2005
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Oh, and if you could zoom in and out a lot it would good, too.

_____________________________

Furthermore, Carthage must be destroyed.

(in reply to Casus_Belli)
Post #: 294
RE: Wish List - 12/26/2008 1:23:43 AM   
lancer

 

Posts: 2963
Joined: 10/18/2005
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Goodaye Vic,

A couple of ideas for AT after imbiding too much wine and chocolate over Xmas.

1: Geographical Area Choice

When you run through your options for a random map, put in one for 'Geographical Area'. Three choices - European, North Africa and Pacific.

The choice determines which terrain tilesets will be used for generating the random map. Each choice comes with its own unique set.

Eg. European / Russia - just as it is now.
North Africa - deserts, wadi's, oasis, salt pans etc.
Pacific - jungle (heavy and light), coral atoll's, hills ridden with caves, etc.

Of course this would involve creating additional terrain choices but I figure you are going to do this anyway. The idea of wrapping it up in a 'Geographical Region' is a neat way of keeping all relevant terrain together so you don't end up with big chunks of jungle bordering the desert. It also sits nicely with the underlying WW2 theme of AT. You might be generating a random map but you are choosing which historical theatre you want to play in.


2: Supply Depots

I like logistics, not everybody else does, so this would have to be part of the 'Hardcore Logistics' option.

You have a buildable structure - a Supply Depot (maybe just a small 'D' on the map) - which represents a more permanent and higher throughput organisational structure than normal supply operations.

The way it works is that you can only build it at a HQ unit. Once built if the HQ unit moves then it (depot) is destroyed as these were difficult things to get mobile.

The required rule modification is that no HQ can have anymore than 'x' amount of supply (say 2,000) at any time unless they have an attached depot.

So a normal HQ that gets an excess of the allowed cap of supply wouldn't receive it. Wastage. But an HQ with an attached Depot could have any amount stockpiled.

The effect of this is that if you planned a big offensive then you'd probably need to stockpile supplies and have a depot. Once the front line moved forward you'd probably need to set up another depot. The supply cap for the depot would be set such that for normal operations it wouldn't be required but for anything involving large concentrations of units then you would need to put a bit more thought into it.

When the Germans invaded Russia in WW2 they had to build a small number of large 'hub' depots which, along with the rail / road net, largely determined their routes of advance.

Happy New Year !

Cheers,

Lancer

< Message edited by lancer -- 12/26/2008 3:32:11 AM >

(in reply to Casus_Belli)
Post #: 295
RE: Wish List - 7/16/2019 1:47:53 PM   
Lomaster

 

Posts: 9
Joined: 7/16/2019
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A hotkey to toggle hex grid ON/OFF would save a lot of unnecessary mouse clicks.
(just realized i posted in the wrong thread)

< Message edited by Lomaster -- 7/19/2019 8:40:14 PM >

(in reply to rickier65)
Post #: 296
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