RE: What's left for 1.9 (Full Version)

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Mike Dixon -> RE: What's left for 1.9 (1/15/2007 7:43:27 PM)


quote:

ORIGINAL: spence

Assuming that the GLEN was restricted to operating within the world of Newtonian Physics, given its range and endurance it could not complete a search of a two hex (120 mi) radius around its sub even once in the course of a 12 hour pulse.   


Co-prosperity sphere lovers, lets not forget that the Jap sub float planes can upgraded to Jakes or even Alfs (range 8) when in a decent enough port (namely lots of supplies).





FAdmiral -> RE: What's left for 1.9 (1/15/2007 8:21:05 PM)


quote:

ORIGINAL: RUPD3658

How about being able to prioritize ship repairs?



This would be a BIG fix as far as I am concerned.
Many ships being repaired at Pearl but the ones I
need the most are NOT the next in line....

JIM




DrewBlack -> RE: What's left for 1.9 (1/15/2007 10:00:13 PM)

Hi

How about the auto convoy system...... it s the baine of my life with this game!!!

Drew




spence -> RE: What's left for 1.9 (1/16/2007 3:30:29 AM)

quote:

ORIGINAL: spence

Assuming that the GLEN was restricted to operating within the world of Newtonian Physics, given its range and endurance it could not complete a search of a two hex (120 mi) radius around its sub even once in the course of a 12 hour pulse.


Co-prosperity sphere lovers, lets not forget that the Jap sub float planes can upgraded to Jakes or even Alfs (range 8) when in a decent enough port (namely lots of supplies).

You WILL be very sorry Michael when I figure out how to upgrade my SBDs and TBDs to B-29s.







Pascal_slith -> RE: What's left for 1.9 (3/21/2007 1:31:01 AM)


quote:

ORIGINAL: RUPD3658

How about being able to prioritize ship repairs?

Also being able to ignore port/AF damage and still build forts would be nice as would the ability to intentionally destroy your own base.


I definitely go for this one! [:D]




marky -> RE: What's left for 1.9 (4/11/2007 8:42:43 AM)

agweeeeed!![sm=00000734.gif][sm=00000959.gif][sm=sterb029.gif]




pad152 -> RE: What's left for 1.9 (4/12/2007 12:35:26 AM)

1. Fix the dam sub tranport ability it's still broken! [:@]

2.Better fog of war, reduce spotting by about 50% for all platforms(air, sea, intel, etc.). It's hard to hide even a sub in WITP!

3. Give us some way to edit the target list (locations to invade) of the AI so we can get some additional life out of the game.

3. Fix the AI for subs, so they don't all go to the same place each and every game.

4. Give the AI the ability to conduct minning ops to defend forward bases, and mine enemy foward bases and rear areas. Right now the AI only mines a port on invasion and not defence.














afspret -> RE: What's left for 1.9 (4/24/2007 8:36:04 AM)

Fix the problem of cargo TFs leaving port before supplies fully loaded. (Is this only an allies issue? I haven't seen anything about this from IJN players.)

Add the Fairey Albacore to the data base as an upgrade between the Swordfish and Barracuda.

Add cargo capacity to the 1st Langley so it can have the ability to transport aircraft as deck cargo.





Mike Solli -> RE: What's left for 1.9 (4/24/2007 2:37:41 PM)


quote:

ORIGINAL: afspret

Fix the problem of cargo TFs leaving port before supplies fully loaded. (Is this only an allies issue? I haven't seen anything about this from IJN players.)



Yup, it's a Japanese problem too.




Terminus -> RE: What's left for 1.9 (4/24/2007 2:49:57 PM)


quote:

ORIGINAL: afspret

Add cargo capacity to the 1st Langley so it can have the ability to transport aircraft as deck cargo.



That's not a load thing, it's a ship type thing...




Przemcio231 -> RE: What's left for 1.9 (5/7/2007 8:37:47 PM)

Fix the DEMAN replay and teleport BUGS[:@]




Fletcher -> RE: What's left for 1.9 (6/8/2007 8:17:11 PM)

I agree with Pad152, it is needed a better Fog of War!




rtrapasso -> RE: What's left for 1.9 (6/9/2007 6:34:52 PM)

additional clarification of the interface would be nice - they could do something like they did for aircraft replacement - state what the condition is currently, and then have the button next to it to change the condition.

I.e. - TF is currently docked
button - "undock".

Unit is currently accepting replacment
button - "turn replacements off"
(Right now, for LCUs the button reads replacements ON when there are replacements arriving.)

(Currently, as in example above sometimes clicking a button means to UNDO something, and at other times it means to DO something.)




DrewBlack -> RE: What's left for 1.9 (7/2/2007 10:15:20 PM)

Please make an Ai!!!!!!!! That works!!!!!!!!!!!!!!!!





rtrapasso -> RE: What's left for 1.9 (7/4/2007 4:21:17 PM)


quote:

ORIGINAL: DrewBlack

Please make an Ai!!!!!!!! That works!!!!!!!!!!!!!!!!





Don't think that is going to happen in a patch... [:(]




trojan58 -> RE: What's left for 1.9 (7/5/2007 2:29:35 AM)

The ability to tell Naval Attack bombers to ignore carriers and go for transports (specify targets)




DrewBlack -> RE: What's left for 1.9 (7/6/2007 4:29:30 PM)

How about a Witp VERSION 2 with added Juicy Bits!!! " An Effective Ai", even I would pay good money for this!!!![&o]

Drew




rtrapasso -> RE: What's left for 1.9 (7/6/2007 11:28:58 PM)


quote:

ORIGINAL: DrewBlack

How about a Witp VERSION 2 with added Juicy Bits!!! " An Effective Ai", even I would pay good money for this!!!![&o]

Drew



Oooh... how much?? [;)]




DrewBlack -> RE: What's left for 1.9 (7/7/2007 2:02:09 PM)

Show me a decent Ai...and I will show you the colour of my money... this game and its mods are superb!!! now its been around for so long you would expect a decent Ai to have been worked on..by the delveloper...So maybe a Witp GOLD!!! or 2 but i would pay a decent amount even full price[:D] if there was a version 2 in the pipe line....

No one ever seems to ask this!!! You would think with the amount of traffic on this board that it shows the interest is there in enough numbers to work on it...PLEASE....
Me for one would give it a go at playtesting....

Drew





zeroguy -> RE: What's left for 1.9 (7/7/2007 10:40:59 PM)

Sounds like a good idea.




Cpt Sherwood -> RE: What's left for 1.9 (7/7/2007 11:08:45 PM)

Fix ALL of the bugs. Even those that haven't been identified yet. [X(][&o]




zeroguy -> RE: What's left for 1.9 (7/7/2007 11:39:40 PM)


quote:

ORIGINAL: Cpt Sherwood

Fix ALL of the bugs. Even those that haven't been identified yet. [X(][&o]


Nice trick!!




kaleun -> RE: What's left for 1.9 (8/3/2007 12:43:09 AM)

I would also pay for a WITP 2.
A nice AI would be nice, but I am just as happy playing PBEM.
A different land combat model would be a must.




Terminus -> RE: What's left for 1.9 (8/3/2007 12:45:06 AM)


quote:

ORIGINAL: DrewBlack

How about a Witp VERSION 2 with added Juicy Bits!!! " An Effective Ai", even I would pay good money for this!!!![&o]

Drew


Yeah, wouldn't hold your breath...




herwin -> RE: What's left for 1.9 (8/3/2007 2:40:01 PM)

For WiTP 2.0 (which I would pay a premium for), I would like to have:

1. An AI that doesn't interfere (much) when there is a real player for the side in question.
2. Better ground combat modelling--see the Gamers OCS system for what I mean. Probably key here is partial hex occupation, since the game mesh combines big 60 mile hexes with short 1 day turns.
3. Air operations defined in terms of number of sorties, not squadrons/groups launching as a whole.
4. Way points for naval movements. And three moves per day.
5. Timing taken more explicitly into account during air operations. I can provide sample C++ code for managing an event list.
6. A better map.




herwin -> RE: What's left for 1.9 (8/3/2007 2:41:14 PM)


quote:

ORIGINAL: Terminus


quote:

ORIGINAL: DrewBlack

How about a Witp VERSION 2 with added Juicy Bits!!! " An Effective Ai", even I would pay good money for this!!!![&o]

Drew


Yeah, wouldn't hold your breath...


I do research in intelligent systems, and my response to Terminus is 'Amen, brother!'




witpqs -> RE: What's left for 1.9 (8/3/2007 9:21:27 PM)

Add new option to CS Convoy orders

A big "Click Count Reducer" would be a modification of the CS Convoy orders. A 'CS' convoys is where you form a transport TF, set a destination, then click on the 'Human Controlled' toggle, and it switches to 'CS Convoy' (or 'CS Controlled' or something). The TF will then robotically:

1 load supplies on AK's and fuel on TK's
2 take them to the destination
3 unload them
4 return to the home port
5 start over at #1

These types of convoys are great helpers in reducing the repetitive work load on the player (hence 'click count reducer'). The problem is that they cannot move oil or resources. And players must move a lot of oil and resources.

Please add an option so that a CS convoy can be told to either load "Supplies/Fuel" or "Oil/Resources".


For clarification please note that I am not referring to the auto convoy system.




marky -> RE: What's left for 1.9 (9/19/2007 7:01:15 AM)

ability to designate repair priorities and the like

make it more, flexible




AW1Steve -> RE: What's left for 1.9 (9/19/2007 1:49:04 PM)

[:)] How about the ability to priorize targeting , for task forces as well as aircraft? It seems like quite often a surface or air attack will concentrate on escorts and ignore high value targets (like carriers).  Maybe a system wide priority arrangement if nothing else.[:)]




AW1Steve -> RE: What's left for 1.9 (9/19/2007 3:28:10 PM)


quote:

ORIGINAL: AW1Steve

[:)] How about the ability to priorize targeting , for task forces as well as aircraft? It seems like quite often a surface or air attack will concentrate on escorts and ignore high value targets (like carriers).  Maybe a system wide priority arrangement if nothing else.[:)]

[8|]A thousand applolgies , I should have posted this under a different thread. Sorry.[8|]




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