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RE: wish list for patch - 7/25/2004 9:24:52 AM   
Cmdrcain


Posts: 1161
Joined: 8/21/2000
From: Rebuilding FLA, Busy Repairing!
Status: offline
quote:

ORIGINAL: Jaws43

quote:

ORIGINAL: Mike Scholl

Could we ask for some LARGER "buttons" on the screen for opening, closing, returning,
and the like. These get used a lot, and require more precision with the mouse printer
than seems necessary . It might not be as astethically pleasing, but on the 10,000th
click astethics is a very secondary feature compared to ease of use.


Aldo glasses are a good alternative I agree complete



Sometimes I resort to using my Magnifying glass

_____________________________

Noise? What Noise? It's sooooo quiet and Peaceful!

Battlestar Pegasus

(in reply to Jaws_slith)
Post #: 271
RE: wish list for patch - 7/25/2004 9:45:34 AM   
freeboy

 

Posts: 9088
Joined: 5/16/2004
From: Colorado
Status: offline
Bridges are fundenmetal for moving troops and supplies in Asia, and south east Asia/Burma.. how about a whole new level of complexity by adding bridges.. abstractly as a number between 1 and 4 with 1 being very little, barges and the like and 4 being many mulitilande highway and rail bridges.... and giving air a destroy bridges command.. I knoe this is just a sic way to make a game that is flawless more complex

I had this though looking at the map of Korea as myu first order of business in the korean war game.. name of which has been forgotten was to target bridges.

(in reply to Cmdrcain)
Post #: 272
RE: wish list for patch - 7/25/2004 5:15:22 PM   
Mike Scholl

 

Posts: 9349
Joined: 1/1/2003
From: Kansas City, MO
Status: offline
TWO things I would like to see....
1) A zoom-in/zoom-out feature. Quite often I would like to see a larger portion of
the map for a while---like to see if the computer has routed my TF's right past a
hostile base. Other times it would be nice to see a smaller area in greater detail
when trying to decide how to juggle assets
2) Would it be possible to keep the Land units showing on the map when you are
picking TF destinations? It's damned annoying when you have a couple of land
units you would like to pick up among several bases, but when you go to set the
destination for the TF the unit's aren't visible and you have to guess or go through
the whole routine again.

(in reply to freeboy)
Post #: 273
RE: wish list for patch - 7/25/2004 7:29:57 PM   
MadmanRick


Posts: 579
Joined: 4/9/2004
From: New York City, U.S.A.
Status: offline
quote:

Would it be possible to keep the Land units showing on the map when you are
picking TF destinations? It's damned annoying when you have a couple of land
units you would like to pick up among several bases, but when you go to set the
destination for the TF the unit's aren't visible and you have to guess or go through
the whole routine again.

Mike,
I also dislike that quirk of the programming, however I've found my own little work around. If you run the cursor over the lower right corner of the bases, it will give you a message of which units are at that particular base. Now the only problem with that workaround is that you need to know the unit designation(s) of the LCU's you want to load. I agree that I would prefer to visually see the units, but this works for me in the meantime.

Rick




Attachment (1)

_____________________________


"Our lives begin to end the moment we become silent about things that matter". Dr. Martin Luther King, Jr.

(in reply to Mike Scholl)
Post #: 274
RE: wish list for patch - 7/25/2004 11:18:04 PM   
Halsey

 

Posts: 5069
Joined: 2/7/2004
Status: offline
I would like to be able to change mission parameters from the dropdown Land Based Air and Naval Based Air charts. Then I wouldn't have to scroll to each and every base and TF on the map to change each air units settings.

Or, a set all air units of this type on the entire map button.

_____________________________


(in reply to MadmanRick)
Post #: 275
RE: wish list for patch - 7/25/2004 11:24:25 PM   
Jaws_slith


Posts: 615
Joined: 1/11/2002
Status: offline
quote:

ORIGINAL: Cmdrcain

quote:

ORIGINAL: Jaws43

quote:

ORIGINAL: Jaws43

Extra switches in the preferences

1: Activate Russians rule on/off
2: Auto replenish on/off
3: Auto convoy on/off (for the big and small scenario's)

The sound for my SB audigy fixed and last but not least... a sort option and date for ships that were sunk.


Very good game and I like the complexity


And ehh....
Fix accept replacement bug in preferences (on is off and off is on now)
Sort LCU's country wise option




Is it really?

On = OFf no Replacements and Off = On yes get replacements... what Version talking of?

Not talking of accept replacemenys in unit screens?


1.0 I had problems with the 1.11 version. But is it fixed there? No we are not talking about the units screens.

(in reply to Cmdrcain)
Post #: 276
RE: wish list for patch - 7/25/2004 11:57:04 PM   
DrewMatrix


Posts: 1429
Joined: 7/15/2004
Status: offline
A "TF that is at its DH and on Patrol/or at its Homebase" (i.e. a "TF that isn't going anywhere this turn") listing. So we can more easily find assets that can be put back to work.

_____________________________


Beezle - Rapidly running out of altitude, airspeed and ideas.

(in reply to Jaws_slith)
Post #: 277
RE: wish list for patch - 7/26/2004 12:02:34 AM   
BoerWar


Posts: 506
Joined: 6/12/2004
From: Arlington, VA
Status: offline
quote:




quote:

ORIGINAL: BoerWar

quote:

I'd like to see CV based bombers fixed so that no matter what orders they have they would default to attack an enemy CV if it was located within range. If they were planning to do an airfield/ground attack the torp bombers can attack with bombs in the first round. I am in a PBEM game as the Japanese. Op infield popped up and my genius bombers flew right on by 3 CV's in route to a suprise attack on PH despite that fact that the U.S. CV's were the real target. We conduct a suprise attack and the U.S. CV's get in the first licks. AAAArrrggghhh.

Set them to primary Naval attack and secondary Port attack.


< Message edited by Kid -- 7/20/2004 3:16:14 AM >

Ok, will you be programing the "historical first turn" attack on PH this way? Currently if you play a "variable turn one" with a "historical first turn" the result if operation infield turns up is highly questionable. I don't get to change settings with "historical first turn" selected and I don't think we should have to create a bunch of house rules to prevent shenanigans if "hstorical first turn" isn't selected.


not to debate this here....but if you choose variable turn one and get infield, thus hammered...that is the chance you take....it is not "shenanigans", it is the game. if that is what really happened, KB would not have had time to rearm 300 aircraft, they went there to bomb PH, hopfully with the CV's in port. As proof, as mentioned before, look at midway..really almost the exact same situation as infield

_____________________________


Let's debate, because the orders for KB in the "historical first turn" need to be fixed. So you're saying that the Japanese strike force would have flown directly over the US CV task force that they hoped to find and which had been spotted 120nm NW of PH enroute to attack BB's in port. I don't think so. Midway is a poor example. At PH the Japanese had strategic and tactical suprise while at Midway the US had both due to good intel, luck and great shipyard work on Yorktown. Midway happened because the Japanes didn't expect the CV's to be in the area so fast and they didn't locate the US force until after the bombers were already at Midway and they had already suffered an attack. What happens in the game is apparently the result of a game mechanism, the units have port/airfield attack orders instead of Naval attack with port/airfield attack secondary. The way its currently set the Japanese don't even react in the pm air phase because they are still set to port/airfield attack. It's a game problem not a luck or tactics problem and it certainly doesn't simulate historical reality.

(in reply to Cmdrcain)
Post #: 278
Entry Hex or delayed TF arrival - 7/26/2004 12:25:29 AM   
pad152

 

Posts: 2871
Joined: 4/23/2000
Status: offline
Allow for the creation of a entry/exit hex or delayed entry for TFs to enter or exit the main campaign map.

(in reply to Cmdrcain)
Post #: 279
RE: wish list for patch - 7/26/2004 5:14:00 AM   
Williamb

 

Posts: 594
Joined: 1/4/2001
From: Dayton Ohio
Status: offline
Wuldnt mind option to turn off FOW for reports. Just to get accurate info on battle losses.

(in reply to Aelbric)
Post #: 280
RE: wish list for patch - 7/26/2004 7:52:37 AM   
MadDawg

 

Posts: 374
Joined: 6/24/2004
Status: offline
Currently in the combat report we are given figures that have fog of war applied to both friendly an enemy units. I think it would be very useful if there was an indicator as to your units actual losses in the last turn of combat when you examine them in the following turn. Two ideas of how this could work...

* Currently there is a toggle to display a units true TOE. Why not have this button cycle through current strength, TOE strength and last turns losses? A similar toggle could work for aircraft losses.

* A simplier option would be to just have a red number next to air and land unit counts in brackets which would simply be the amount of losses taken by the unit during the last turn of operations. For aircaft this would just be planes, for land units this number would be next to squads, guns, weapons, etc.

Added to list

I think this would give players a much better feel for how their units are peforming in combat (both air and land) and also give players an idea as to how effectives different types of attacks are (bombarment, air bombing, etc).

Dawg

< Message edited by Kid -- 8/10/2004 4:15:33 AM >

(in reply to Germ29)
Post #: 281
RE: wish list for patch - 7/26/2004 2:00:39 PM   
Adnan Meshuggi

 

Posts: 2220
Joined: 8/2/2001
Status: offline
i wish to get a "correct" fow....

Fow on means, in the combat screen YOU see only your results and the losses of the enemies through the fow filter...

this should be quite easy, cause the game knew if you are looking as the allied or the japanese... if you want, you get in the combat screen ONLY fow for both sides, in the printed Logfile and the report your actual losses exactly...

i think that the comander of an airgroup with 24 planes will know that he lost only 12 and not 43 planes of his 24

With fow off you should get 100% correct numbers.

Oh, i find it funny that you do not know something about real results but if a sub is killed you know your enemy lost CMDR M.Morton.. (for example)... i allways thought that this should be really unknown.

also, for the subs, this should be 100% fow... even for the own side... a weekly radio information, thats it... so the computer will manage the subs...

you allways can choose the sub (as you think it exists), click it on a position and thats it... if it radioed its position, you can cklick it from the map, all others get their commands via radio... so if allied intel can read it, you get an advice to visit x/y with a asw-group...
I fear this can´t be done, but maybe in a mediteran game with the HUGE impact of german subs, this could be redone... the witp-system for subs is not really good (but hell, i am no programmer and as a customer it is allways easy ! so no bashing, just a wish to make it better - if possible)...

Did i mention the Airgroup/Vessel history in the sunk statistic ?
I would LOVE a comment like "sunk by AII-3 Datei Kates 28/04/42 near Lunga"..

_____________________________

Don't tickle yourself with some moralist crap thinking we have some sort of obligation to help these people. We're there for our self-interest, and anything we do to be 'nice' should be considered a courtesy dweebespit

(in reply to MadDawg)
Post #: 282
RE: wish list for patch - 7/26/2004 5:00:24 PM   
Dukemourn

 

Posts: 50
Joined: 6/11/2004
Status: offline
How soon can we expect a new patch and will it be compatible with current saved games?

(in reply to Adnan Meshuggi)
Post #: 283
RE: wish list for patch - 7/26/2004 6:53:42 PM   
rhohltjr


Posts: 536
Joined: 4/27/2000
From: When I play pacific wargames, I expect smarter AI.
Status: offline
quote:

ORIGINAL: Captain Cruft

I would like a command line interface, it could go in the scrolling message box at the bottom.

I'm not talking about a full scripting language, just a simple "set tf", "show tf" type of thing e.g.

witp> show tf 2001
TF 2001, loc 42,34
Base PH, Dest Suva
12 Ships: 4 x DD, 8 x AK
etc etc.
witp> set tf 2001 dest=Noumea
witp> show tf 2001
TF 2001, loc 42,34
Base PH, Dest Noumea
12 Ships: 4 x DD, 8 x AK
etc etc.


Would make things a lot quicker than the current clickfest.

YES. I would take this further. I haven't studied the Editor fully, perhaps this is already do-able. If there is some sort of script ability in the editor, I would like the ability to script change game save files by zones of control, (yeah I don't have the patience for setting every unit or leader or task force speed every time I start up Scenario 15). An editable customizable script file for early game scenario startups/save files would be perfect for me anyway.

(in reply to Captain Cruft)
Post #: 284
RE: wish list for patch - 7/26/2004 7:28:04 PM   
Black Cat

 

Posts: 615
Joined: 7/4/2002
Status: offline
I`d like you Matrix guys to STOP adding any more features to the Game that take Processor Power because the AI turns are already painfully slow in the full campaign.

(in reply to Germ29)
Post #: 285
RE: wish list for patch - 7/26/2004 7:39:26 PM   
m10bob


Posts: 8622
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline
If we cannot have way points,I am currently using one of my own by sending convoys from Frisco to the area around Fiji.(Safe distance from the Japanese).Unfortanately,if the convoy reaches it's "destination",and it is mid-ocean,it returns to Frisco(if not caught)..
On the other hand,if I send it right to Fiji,it will start unloading,(which I must then stop,which eats up a day)..
I suggest when initially giving destination orders(in Frisco,we be given an option of which theatre it is headed for(along with the destination),so if it reaches the "waypoint",it wont return to Frisco,but will at least head for the nearest (logical) alternative..

_____________________________




(in reply to Black Cat)
Post #: 286
RE: wish list for patch - 7/26/2004 7:41:23 PM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
Status: offline
quote:

If we cannot have way points,I am currently using one of my own by sending convoys from Frisco to the area around Fiji.(Safe distance from the Japanese).Unfortanately,if the convoy reaches it's "destination",and it is mid-ocean,it returns to Frisco(if not caught)..
On the other hand,if I send it right to Fiji,it will start unloading,(which I must then stop,which eats up a day)..
I suggest when initially giving destination orders(in Frisco,we be given an option of which theatre it is headed for(along with the destination),so if it reaches the "waypoint",it wont return to Frisco,but will at least head for the nearest (logical) alternative


#1 - Set "Do not Retire"
#2 - Set "Do not Unload"

Cures both of your issues.

(in reply to m10bob)
Post #: 287
RE: wish list for patch - 7/26/2004 7:59:20 PM   
Tige

 

Posts: 7
Joined: 7/26/2004
Status: offline
The ability to target a specific enemy TF.

There are times I've gotten good reports from coastwatchers, naval search a/c and recon a/c that indicates a enemy CV or other capital ship(s) operating in a particular area. I have a CV of my own in the vacinity and would like to send all the Dive Bombers and Torpedo bombers into the last best-known position of the enemy CV with the understanding that they are to attack the TF, if it is not found they are to return to the TF, not attack a bunch of patrol boats and AKs they might encounter. I want to keep my operations covert and don't want to expend ordinance/supplies on these targets. I'd hate to finally get a excellant fix on capital ships only to have no ordinance as it has been dropped on barges and a bunch of coastal transports.

-Tige

(in reply to Cmdrcain)
Post #: 288
RE: wish list for patch - 7/26/2004 8:10:32 PM   
52nd Lowland


Posts: 244
Joined: 6/16/2004
Status: offline
I wish you could set all aircraft i want on night missions instead of having to go through every 1 i want and changing the parameters...

_____________________________


(in reply to Tige)
Post #: 289
RE: wish list for patch - 7/26/2004 10:22:21 PM   
DrewMatrix


Posts: 1429
Joined: 7/15/2004
Status: offline
quote:

If we cannot have way points


To make a TF move from SF to Brisbane with a jog in the middle near or at Fiji:

TF starts in SF,
Set Home Base = Brisbane
DH = open ocean near Fiji
Retirement allowed
Unload

Then tell it to load supplies. When full it goes to the open ocean waypoint, then continues to Brisbane and unloads without further input from you.

If it has too little fuel to do that (and Fiji or some other base has fuel) then set
Refuel = OK
Do Not Unload
DH = Suva (or Canton Island or wherever)

(Home = Brisbane, retirement allowed as before)

The TF sails to Canton, refuels but does not unload cargo, continues to Brisbane. When it gets there you need to tell it to unload, reset DH to Canton Island and homebase to SF. It will now unload, and return to SF, refueling at Canton Island again on the way.

_____________________________


Beezle - Rapidly running out of altitude, airspeed and ideas.

(in reply to 52nd Lowland)
Post #: 290
RE: wish list for patch - 7/27/2004 1:53:55 AM   
siRkid


Posts: 6650
Joined: 1/29/2002
From: Orland FL
Status: offline
quote:

ORIGINAL: 52nd Lowland

I wish you could set all aircraft i want on night missions instead of having to go through every 1 i want and changing the parameters...


From Tutorial Pg 34

Warning – The Set All functions will only apply to the air groups that have the same day
or night mission setting. For example, if the first P1y bomber group was set to Night
Operations and you selected the “Set all P1Ys in this hex” button, it would NOT change
the settings on the second group of P1Ys because they are still set to day operations.
This can lead to a player thinking he has set all his air groups to the same settings when
in fact he has not.


This is done so the player who has some aircraft to night operations does not accidentally change the settings for aircraft of the same type that are set to day operations. It will not be changed.

_____________________________

Former War in the Pacific Test Team Manager and Beta Tester for War in the East.


(in reply to 52nd Lowland)
Post #: 291
RE: wish list for patch - 7/27/2004 3:44:50 AM   
Buck Beach

 

Posts: 1973
Joined: 6/25/2000
From: Upland,CA,USA
Status: offline
Ok I read through at least 7 pages of this wish list in detail and then skipped to the last post to submit my request. Much has been commented on about the small print and it has received some consideration. Now I sure wish there is a way to assist me and the large percent of the worlds population that is red/green color blind. This is rarely considered by game makers. The most problematical are the main screen icons. Those attached/associated to the bases are only a minor problem of determining troop/ship/aircraft strength levels due to the ownership of the base being indentified. The major issue is those troops on the move and ship/TFs. To a color blind person it is very hard to tell the difference between allied and japanese forces. If there is a way to change or toggle these colors it would be very helpful. If not I have lived with the problem all my life and can survive.

Just as a side note, I didn't realize I was color blind until I joined the Navy in 1960. The downside is that it kept me restricted from being trained for anything requiring good color perception so I ended up behind a damn desk that molded my life going forward. The upside is that I never had to perform a deck watch not being able to tell if a ship or aircraft was coming or going.

(in reply to latosusi)
Post #: 292
RE: wish list for patch - 7/27/2004 4:26:32 AM   
ZOOMIE1980

 

Posts: 1284
Joined: 4/9/2004
Status: offline
quote:

ORIGINAL: Mr.Frag

quote:

If we cannot have way points,I am currently using one of my own by sending convoys from Frisco to the area around Fiji.(Safe distance from the Japanese).Unfortanately,if the convoy reaches it's "destination",and it is mid-ocean,it returns to Frisco(if not caught)..
On the other hand,if I send it right to Fiji,it will start unloading,(which I must then stop,which eats up a day)..
I suggest when initially giving destination orders(in Frisco,we be given an option of which theatre it is headed for(along with the destination),so if it reaches the "waypoint",it wont return to Frisco,but will at least head for the nearest (logical) alternative


#1 - Set "Do not Retire"
#2 - Set "Do not Unload"

Cures both of your issues.


Yep. I to also send it to a place like Pago-Pago so I can top off the tanks if I've got small capacity escorts along. For a SF to Brisbane run, I set the destination to Pago-Pago and the Homebase to Brisbane and then set Do not Retire, Do not Unload. It will hit Pago-Pago, not unload, not move past it, but when I see it arrive there, I can top of the tanks of an DD's or smaller ships in the TF, if need be. Then reverse it for the return trip......

(in reply to Mr.Frag)
Post #: 293
RE: wish list for patch - 7/27/2004 4:31:37 AM   
ZOOMIE1980

 

Posts: 1284
Joined: 4/9/2004
Status: offline
quote:

ORIGINAL: Mike Scholl

TWO things I would like to see....
1) A zoom-in/zoom-out feature. Quite often I would like to see a larger portion of
the map for a while---like to see if the computer has routed my TF's right past a
hostile base. Other times it would be nice to see a smaller area in greater detail
when trying to decide how to juggle assets
2) Would it be possible to keep the Land units showing on the map when you are
picking TF destinations? It's damned annoying when you have a couple of land
units you would like to pick up among several bases, but when you go to set the
destination for the TF the unit's aren't visible and you have to guess or go through
the whole routine again.


1) Kind of dove-tails with being able to set your own resolution. 1024x768 is actually pretty low res these days. But I understand that all the widgets have hard coded coordinates and dimensions, so variable dimensions might be unrealistic. But it would be nice to run the game in 1600x1200 on my big monitor so like with spreadsheets I can see more at one time. Or even use mulitple monitors to see it all at once, again like with large spreadsheets.

(in reply to Mike Scholl)
Post #: 294
RE: wish list for patch - 7/27/2004 4:45:21 AM   
ZOOMIE1980

 

Posts: 1284
Joined: 4/9/2004
Status: offline
OK a few items that may already be elsewhere in this huge thread but

1) An aircraft upgrade flow chart. This is a documentation addition, but it could be an added info screen as well.

2) More detailed sorting. By that I mean some nested sorts. Example....in the land units listing it would be useful to sort by base and then by assault value at each base. Additionally, have the base displays remember my prefered sorts, or the last sort or allow the user configure a desired default sort.

3) Re-examine the lack of hierarchial HQ reporting. Units should report their corps HQ and the corps HQ should, in turn, report to the regional HQ. Same with fleets and even Air Divisions and such. This may be tougher than it seems because of the way the system uses the proximity of HQ's to determine supply flow and fatigue and such.

(in reply to ZOOMIE1980)
Post #: 295
RE: wish list for patch - 7/27/2004 4:51:59 AM   
moses

 

Posts: 2252
Joined: 7/7/2002
Status: offline
An idea for the SIGINT report. Would it be possible for the report to retain the results for a more extended period of time (say 30 days or so), and then contain a simple search function. So for example if I am contemplating an attack on Lunga I could do a search on "lunga" and recieve all reports on that location for the last 30 days. I guess I could print out each repot and scan then manually but I don't have a staff.

The same idea might also work for the sightings reports but this seems less important.

(in reply to ZOOMIE1980)
Post #: 296
RE: wish list for patch - 7/27/2004 5:47:31 AM   
Jorm


Posts: 545
Joined: 6/25/2002
From: Melbourne
Status: offline
I would like a DO NOT UPGRADE , but still accept replacment option for LCU's

my current issue, all my indian units are severly depleted after the inital japanese conquest in burma. Most now locked in battle with japanese LCU's and i cant withdraw them.
They are all depleted in artillery and i have ~ 350 18lbrs available to reconstitute the indian brigades/divisions organic arty, however, they are all trying to upgrade to 25lbrs and there are none left in the pool
I would like them to use the pool of 18lbrs and NOT upgrade until more 25lbr are available

thanks
Paul

Added to list

< Message edited by Kid -- 8/10/2004 4:19:06 AM >

(in reply to Germ29)
Post #: 297
RE: wish list for patch - 7/27/2004 7:03:29 AM   
m10bob


Posts: 8622
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline
Since I entered this into the Forum,I have seen some good suggestions posted,but it's like we have a warehouse with a leaky roof,and somebody has come up with different ways to keep from getting rained on.I believe this is impractical,because it means extra "bookwork",multiplied by possibly hundreds of ships/combinations thruout a campaign,and since it "rains on everybody",I suspect it might just be easier to "find a patch for the roof"???
quote:

ORIGINAL: m10bob

If we cannot have way points,I am currently using one of my own by sending convoys from Frisco to the area around Fiji.(Safe distance from the Japanese).Unfortanately,if the convoy reaches it's "destination",and it is mid-ocean,it returns to Frisco(if not caught)..
On the other hand,if I send it right to Fiji,it will start unloading,(which I must then stop,which eats up a day)..
I suggest when initially giving destination orders(in Frisco,we be given an option of which theatre it is headed for(along with the destination),so if it reaches the "waypoint",it wont return to Frisco,but will at least head for the nearest (logical) alternative..


_____________________________




(in reply to m10bob)
Post #: 298
RE: wish list for patch - 7/27/2004 10:05:06 AM   
Arkady


Posts: 1262
Joined: 5/31/2002
From: 27th Penal Battalion
Status: offline
one wish:
CSV (text separated by commas) export button on all 'List All...' screens for better out-of-game management. This saves a lot of paper too

_____________________________


(in reply to m10bob)
Post #: 299
RE: wish list for patch - 7/27/2004 11:17:43 AM   
esteban


Posts: 618
Joined: 7/21/2004
Status: offline
Another wish:

That we can sort the list of available captains/admirals by type of force they specialize in--carrier, surface, invasion.

It's a real pain to have to go through that massive list of officers, looking for a guy who suits your need.

on the list

< Message edited by Kid -- 8/10/2004 4:20:45 AM >

(in reply to Arkady)
Post #: 300
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