Suggestion to list all units in a screen. (Full Version)

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Fred98 -> Suggestion to list all units in a screen. (6/12/2019 5:28:29 AM)

I have only seen one wargame that does this but:
It is handy if all the friendly units on the map can be listed in a screen together with their attributes in a spread sheet type of layout.
If I click on a unit then it takes me to the map and centres on that unit.
Also, if each column can be sorted, then I can find what I am looking for easily.




AlvaroSousa -> RE: Suggestion to list all units in a screen. (6/12/2019 12:24:35 PM)

Thanks for the suggestion. There are reports that tell you how many forces you have.




Fred98 -> RE: Suggestion to list all units in a screen. (6/12/2019 12:30:32 PM)

If one unit is very good at "X", how do I find the unit?




AlvaroSousa -> RE: Suggestion to list all units in a screen. (6/12/2019 1:03:41 PM)

There isn't a function for that in the game.




Uxbridge -> RE: Suggestion to list all units in a screen. (6/22/2019 1:06:13 PM)

I agree with Fred on this one. Such a spreadsheet is sourly missing in Strategic Command and it would be great if WarPlan could surpass it's competitor on this issue. The system store all these factors so it shouldn't be too complicated to have it shown.

An OOB as he says, plus it would be very nice if one could do upgrading and other such things from the sheet, saving the effort to open each individual unit.




AlvaroSousa -> RE: Suggestion to list all units in a screen. (6/22/2019 1:51:47 PM)

Upgrading and reinforcing is done internally by the game. There is no manual upgrade/reinforce. Now you can set units specifically to priority which means they get reinforcements 1st above all other units.

I'll put the recommendation on the list of things.




Uxbridge -> RE: Suggestion to list all units in a screen. (6/22/2019 4:04:42 PM)

True, I did read about the automatic upgrades earlier and was mainly refering to SC. But even if there's no manual doings with the units, a spreadsheet OOB would be very nice.

Also, since the thought occured to me and I seem to have your attention, is it at all possible to have some sort of "memorized strategic movement"? As the German, as an example, it is often extremely tedious to march all units from Poland to France and then from France and back to Poland before Barbarossa; can't imagine how many times one has done that. Suppose you simply put a unit into MSM and click a destination somewhere on the land map. Once done the unit start on it's way, continue the movement turn after turn until at it's destination. It is marked somehow and can't be moved during the same turn. When the player click "next turn" there's a pop-up asking "Do you want all the MSM now?" Yes, sends them all moving, ending the turn.




Zovs -> RE: Suggestion to list all units in a screen. (6/22/2019 4:19:12 PM)

This brings up a good general question.

How many units in the game?

So for Germany I assume the first four infantry division waves are present, that is something like close to 99 divisions iirc. If all these are represented plus the Panzer divisions and the light divisions and the mountain divisions you would need a good report/viewer with game.

Unless each counter represents a corps.




AlvaroSousa -> RE: Suggestion to list all units in a screen. (6/22/2019 9:30:16 PM)

The game is a corps level game. You can have divisions though.

There is no automated system to move units. But it really isn't difficult. If you want to be efficient you can simply rail 2 corps + an HQ per turn over to another front and not walk any of them. You will get them all there.

As for upgrades I decided to make one better. I changed the manual upgrade to priority reinforcement/upgrade. This means any units with priority immediately get reinforcements and upgrades 1st above all other units. This makes it more efficient and easier to do.




Simulacra53 -> RE: Suggestion to list all units in a screen. (6/23/2019 8:57:27 AM)

Is experience a factor (apologies if that has been mentioned before)?
And if so, will (large numbers of) replacements reduce overall unit experience/effectiveness?

How upgrades effect experience/effectiveness?
Most games up the effectiveness after each upgrade, but you can also argue that before becoming more effective, there is a period where units have to adjust to the new gear / tactics, so although having more combat power, it also has reduced effectiveness, until fully converted and adjusted.




Uxbridge -> RE: Suggestion to list all units in a screen. (6/23/2019 11:52:43 AM)

And if experience is an accumulating factor, have it come from combat in itself, not winning battles. The latter seems as common in wargames as downright wrong. You don't gain experience from doing something right, but from failure. Each fight should raise experience, regardless of outcome, whereas replacements should lower it.




Simulacra53 -> RE: Suggestion to list all units in a screen. (6/23/2019 8:40:31 PM)


quote:

ORIGINAL: Uxbridge

And if experience is an accumulating factor, have it come from combat in itself, not winning battles. The latter seems as common in wargames as downright wrong. You don't gain experience from doing something right, but from failure. Each fight should raise experience, regardless of outcome, whereas replacements should lower it.


Good point, any encounter, even if not successful, should lead to experience gained, unless it was so costly that the number of green replacements will negate the experience gained from battle. In the end it is never B&W as an experienced cadre can go a long way in leading less experienced troops, especially if well motivated, trained and equipped.




AlvaroSousa -> RE: Suggestion to list all units in a screen. (6/23/2019 10:57:35 PM)

Is experience a factor (apologies if that has been mentioned before)?

Yes it is.

And if so, will (large numbers of) replacements reduce overall unit experience/effectiveness?

Each country has a default starting experience for new recruits which affects replacements. Some major powers start below 50, others at 50, Germany at 70. Low manpower can drop the default experience and combat increases the default experience upto 50.

How upgrades effect experience/effectiveness?
Most games up the effectiveness after each upgrade, but you can also argue that before becoming more effective, there is a period where units have to adjust to the new gear / tactics, so although having more combat power, it also has reduced effectiveness, until fully converted and adjusted.

I don't have upgrades affect experience because upgrades are a combination of a lot of things. You get a new tank sure but you also understand better tactics, get a better radio, have better artillery call downs. I make the assumption they get the training they need.




Simulacra53 -> RE: Suggestion to list all units in a screen. (6/24/2019 6:29:34 AM)

Thanks.




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