Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: What's left for 1.9

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> RE: What's left for 1.9 Page: <<   < prev  1 [2] 3   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: What's left for 1.9 - 1/15/2007 7:43:27 PM   
Mike Dixon

 

Posts: 382
Joined: 6/15/2000
From: Newcastle upon Tyne, England
Status: offline

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).


(in reply to spence)
Post #: 31
RE: What's left for 1.9 - 1/15/2007 8:21:05 PM   
FAdmiral


Posts: 378
Joined: 12/20/2002
From: Atlanta,GA, USA
Status: offline

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

(in reply to RUPD3658)
Post #: 32
RE: What's left for 1.9 - 1/15/2007 10:00:13 PM   
DrewBlack


Posts: 828
Joined: 7/3/2004
From: North Wales, UK
Status: offline
Hi

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

Drew

(in reply to FAdmiral)
Post #: 33
RE: What's left for 1.9 - 1/16/2007 3:30:29 AM   
spence

 

Posts: 5400
Joined: 4/20/2003
From: Vancouver, Washington
Status: offline
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.




(in reply to DrewBlack)
Post #: 34
RE: What's left for 1.9 - 3/21/2007 1:31:01 AM   
Pascal_slith


Posts: 1651
Joined: 8/20/2003
From: back in Commiefornia
Status: offline

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!


_____________________________

So much WitP and so little time to play.... :-(


(in reply to RUPD3658)
Post #: 35
RE: What's left for 1.9 - 4/11/2007 8:42:43 AM   
marky


Posts: 5780
Joined: 3/8/2004
From: Wisconsin
Status: offline
agweeeeed!!

_____________________________


(in reply to Pascal_slith)
Post #: 36
RE: What's left for 1.9 - 4/12/2007 12:35:26 AM   
pad152

 

Posts: 2871
Joined: 4/23/2000
Status: offline
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.











(in reply to spence)
Post #: 37
RE: What's left for 1.9 - 4/24/2007 8:36:04 AM   
afspret


Posts: 851
Joined: 2/19/2004
From: Hanahan, SC
Status: offline
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.


(in reply to Mike Dixon)
Post #: 38
RE: What's left for 1.9 - 4/24/2007 2:37:41 PM   
Mike Solli


Posts: 15792
Joined: 10/18/2000
From: the flight deck of the Zuikaku
Status: offline

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.

(in reply to afspret)
Post #: 39
RE: What's left for 1.9 - 4/24/2007 2:49:57 PM   
Terminus


Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline

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...

_____________________________

We are all dreams of the Giant Space Butterfly.

(in reply to afspret)
Post #: 40
RE: What's left for 1.9 - 5/7/2007 8:37:47 PM   
Przemcio231


Posts: 1901
Joined: 10/11/2005
From: Warsaw,Poland,EU:)
Status: offline
Fix the DEMAN replay and teleport BUGS

_____________________________



Pinky: Hey Brain what are we goeing to do this evening?
Brain: The Usual Pinky we will try to take over the World;)

(in reply to Terminus)
Post #: 41
RE: What's left for 1.9 - 6/8/2007 8:17:11 PM   
Fletcher


Posts: 3386
Joined: 10/26/2006
From: Jerez, Spain, EU
Status: offline
I agree with Pad152, it is needed a better Fog of War!

(in reply to Przemcio231)
Post #: 42
RE: What's left for 1.9 - 6/9/2007 6:34:52 PM   
rtrapasso


Posts: 22653
Joined: 9/3/2002
Status: offline
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.)

(in reply to Fletcher)
Post #: 43
RE: What's left for 1.9 - 7/2/2007 10:15:20 PM   
DrewBlack


Posts: 828
Joined: 7/3/2004
From: North Wales, UK
Status: offline
Please make an Ai!!!!!!!! That works!!!!!!!!!!!!!!!!


(in reply to rtrapasso)
Post #: 44
RE: What's left for 1.9 - 7/4/2007 4:21:17 PM   
rtrapasso


Posts: 22653
Joined: 9/3/2002
Status: offline

quote:

ORIGINAL: DrewBlack

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





Don't think that is going to happen in a patch...

(in reply to DrewBlack)
Post #: 45
RE: What's left for 1.9 - 7/5/2007 2:29:35 AM   
trojan58


Posts: 266
Joined: 8/8/2004
From: bendigo, Victoria, Australia
Status: offline
The ability to tell Naval Attack bombers to ignore carriers and go for transports (specify targets)

_____________________________

There are two types of ships in the world

Submarines and Targets

D.B.F

(in reply to rtrapasso)
Post #: 46
RE: What's left for 1.9 - 7/6/2007 4:29:30 PM   
DrewBlack


Posts: 828
Joined: 7/3/2004
From: North Wales, UK
Status: offline
How about a Witp VERSION 2 with added Juicy Bits!!! " An Effective Ai", even I would pay good money for this!!!!

Drew

(in reply to trojan58)
Post #: 47
RE: What's left for 1.9 - 7/6/2007 11:28:58 PM   
rtrapasso


Posts: 22653
Joined: 9/3/2002
Status: offline

quote:

ORIGINAL: DrewBlack

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

Drew



Oooh... how much??

(in reply to DrewBlack)
Post #: 48
RE: What's left for 1.9 - 7/7/2007 2:02:09 PM   
DrewBlack


Posts: 828
Joined: 7/3/2004
From: North Wales, UK
Status: offline
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 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


(in reply to rtrapasso)
Post #: 49
RE: What's left for 1.9 - 7/7/2007 10:40:59 PM   
zeroguy


Posts: 7
Joined: 6/21/2005
Status: offline
Sounds like a good idea.

(in reply to DrewBlack)
Post #: 50
RE: What's left for 1.9 - 7/7/2007 11:08:45 PM   
Cpt Sherwood

 

Posts: 837
Joined: 12/1/2005
From: A Very Nice Place in the USA
Status: offline
Fix ALL of the bugs. Even those that haven't been identified yet.

< Message edited by Cpt Sherwood -- 7/7/2007 11:09:36 PM >

(in reply to zeroguy)
Post #: 51
RE: What's left for 1.9 - 7/7/2007 11:39:40 PM   
zeroguy


Posts: 7
Joined: 6/21/2005
Status: offline

quote:

ORIGINAL: Cpt Sherwood

Fix ALL of the bugs. Even those that haven't been identified yet.


Nice trick!!

(in reply to Cpt Sherwood)
Post #: 52
RE: What's left for 1.9 - 8/3/2007 12:43:09 AM   
kaleun

 

Posts: 5145
Joined: 5/29/2002
From: Colorado
Status: offline
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.

_____________________________

Appear at places to which he must hasten; move swiftly where he does not expect you.
Sun Tzu

(in reply to zeroguy)
Post #: 53
RE: What's left for 1.9 - 8/3/2007 12:45:06 AM   
Terminus


Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline

quote:

ORIGINAL: DrewBlack

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

Drew


Yeah, wouldn't hold your breath...

_____________________________

We are all dreams of the Giant Space Butterfly.

(in reply to DrewBlack)
Post #: 54
RE: What's left for 1.9 - 8/3/2007 2:40:01 PM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline
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.

_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to Mike Dixon)
Post #: 55
RE: What's left for 1.9 - 8/3/2007 2:41:14 PM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline

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!!!!

Drew


Yeah, wouldn't hold your breath...


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

_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to Terminus)
Post #: 56
RE: What's left for 1.9 - 8/3/2007 9:21:27 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
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.

(in reply to herwin)
Post #: 57
RE: What's left for 1.9 - 9/19/2007 7:01:15 AM   
marky


Posts: 5780
Joined: 3/8/2004
From: Wisconsin
Status: offline
ability to designate repair priorities and the like

make it more, flexible


_____________________________


(in reply to witpqs)
Post #: 58
RE: What's left for 1.9 - 9/19/2007 1:49:04 PM   
AW1Steve


Posts: 14507
Joined: 3/10/2007
From: Mordor Illlinois
Status: offline
 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.

(in reply to marky)
Post #: 59
RE: What's left for 1.9 - 9/19/2007 3:28:10 PM   
AW1Steve


Posts: 14507
Joined: 3/10/2007
From: Mordor Illlinois
Status: offline

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.

A thousand applolgies , I should have posted this under a different thread. Sorry.

(in reply to AW1Steve)
Post #: 60
Page:   <<   < prev  1 [2] 3   next >   >>
All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> RE: What's left for 1.9 Page: <<   < prev  1 [2] 3   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.828