West Front - Fast Play (Full Version)

All Forums >> [Current Games From Matrix.] >> [World War II] >> John Tiller's Campaign Series



Message


what.if -> West Front - Fast Play (5/1/2013 11:37:00 PM)

Hi, Pretty sure this has been brought up before but I cannot find the thread. Just installed JT campaign series on a Windows 7 64 bit pc and everything is working fine but the fast human play is now really fast, is there a way to slow this down a bit?




berto -> RE: West Front - Fast Play (5/2/2013 11:39:34 AM)


It's on my to-do list to fix this. (Future patch only, of course.)




K K Rossokolski -> RE: West Front - Fast Play (5/4/2013 5:52:33 AM)

Certainly, the slow play would shame your average snail. The fast play is, IMO, only a little bit too fast.




berto -> RE: West Front - Fast Play (5/4/2013 12:58:39 PM)


My plan is as always to give the player a (hopefully wide) range of options. So instead of the current two options

  • "Fast" (way too fast)
  • normal (way too slow)

    at the very least adding a third mid-range option, so it becomes

  • "Fast"
  • "Normal"
  • "Slow"

    and possibly a wider range of options. The player should be able to set the speed to his/her exact taste.




  • Crossroads -> RE: West Front - Fast Play (5/5/2013 12:30:59 PM)

    My pet peeve are the aircraft. I play with fast, and do not have any issues with it apart the aircraft bitmaps (air assaults, not on-map!) that zoom by so quickly you can't tell if it was a biplane or a bomber.

    There's a lot of gorgeous aircraft bitmaps, and it would be great that they would be relatively slower than the ground units regardless of the option. For 'fast', I would really really like to still have them fly over the map quite slowly, as the air attacks are typically rare and do not occur often.

    Just My 0.02, as always :)




    Crossroads -> RE: West Front - Fast Play (5/5/2013 12:32:18 PM)

    While at it, I would really really like to see separate ammo supply levels for artillery ;)




    MrRoadrunner -> RE: West Front - Fast Play (5/6/2013 11:45:40 AM)


    quote:

    ORIGINAL: Crossroads

    While at it, I would really really like to see separate ammo supply levels for artillery ;)


    No, no and again NO!

    Artillery works just fine. The scenario designer has the power to make 100% ammo availability? Then it is just a standard die roll for supply effect?

    Too much messing with the game in a lot of small areas is really taking it the wrong direction, IMHO.

    RR




    Crossroads -> RE: West Front - Fast Play (5/6/2013 8:07:47 PM)

    The other way around, actually. I really would like to see infantry able to fire with effect if their HQs are kept in neat order. That still requires a rather high base supply line, say 75%

    With a high base supply lines like that, all tubes fire pretty much non-stop the whole duration of battle. That's why I'd really like to see a separate level for artillery, so it could be way lower than the base supply line. Then you would need to plan your arty barrages, instead of just blasting of tubes glowing red from minute one.

    It would be maybe possible to implement in a manner that if the scenario designer has not set up a separate artillery supply level, arty would use base supply. No changes to existing scenarios then.




    Page: [1]

    Valid CSS!




    Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
    0.6074219