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RE: Wish List - 11/28/2007 5:51:25 PM   
TPM

 

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quote:

ORIGINAL: PDiFolco

Really I don't want to have the game stray away from its focus, making me play Factory Tactics and transform my oil into gasoline, plastic or Coke , nor Accountant Tactics and have to browse through my Ledger to distribute ammo, furniture, tin cans, or condoms
The current "generic" supply/logistics system is brilliant and very playable, keep it as it is.


Totally agree with this...PLAYABILITY is the key here. There are already great games out there that model this if you're into it; as the other poster said, HoI or Vicky.

(in reply to PDiFolco)
Post #: 121
RE: Wish List - 11/28/2007 7:24:25 PM   
rickier65

 

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I'd like to be able to use something less than 1 day for the turn length. I know the time increment shouldnt be allowed to get too smal, since we dont have LOS modeled (and I'm not requesting that), but I think we could model engagements at (3-4 turns per day) 6-8 hours per turn.

I think the evnt engine is already robust enough for a good scenario designer to at least partly model nite effects, if this became an issue. but perhaps not.

I did try entering a fraction (.5) entry for the Turn but that didn't work. In any event, this might be worth considering.

Thanks - Rick

(in reply to TPM)
Post #: 122
RE: Wish List - 11/28/2007 9:44:46 PM   
tweber

 

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If you are making a scenario less than a day, you could do this with events.  You could have a variable called 'time of day' and increment it every x hours each turn.  You then drop the alternate turn system.  At the start of a turn, you may have a message event that tells you the time.  You can use the weather color event to lighten or darken the screen based on the hour.  You could also use events to do different things to units depending on the time (e.g., Wesnoth).   Send me a note if there is something specific you would like to do and I can maybe point you in the right direction.

(in reply to rickier65)
Post #: 123
RE: Wish List - 11/28/2007 10:20:54 PM   
rickier65

 

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quote:

ORIGINAL: tweber

If you are making a scenario less than a day, you could do this with events.  You could have a variable called 'time of day' and increment it every x hours each turn.  You then drop the alternate turn system.  At the start of a turn, you may have a message event that tells you the time.  You can use the weather color event to lighten or darken the screen based on the hour.  You could also use events to do different things to units depending on the time (e.g., Wesnoth).   Send me a note if there is something specific you would like to do and I can maybe point you in the right direction.



Very good -- the more I see what the editor can do, the more I appreciate this game.

Rick

(in reply to tweber)
Post #: 124
RE: Wish List - 11/29/2007 7:19:50 PM   
rickier65

 

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I sure hope Vic watches the "wish list thread" (even though it's a lot to get through).

My latest wish is to have the ability in the editor to assign a unit to HQ in an Event. It dould even be another arugument to the ExecAddUnit function. But it should be possible to assign to a unit that is not yet on the map.

Right now I find it necessary to bring my headquarters on-map at same time, or before I bring on any units. I can live with it, but I'd rather have them assigned to their proper HQ's to start with.


Thanks
Rick

(in reply to rickier65)
Post #: 125
RE: Wish List - 11/30/2007 6:20:24 PM   
dazoline II


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In the editor when browsing for images after an image is already associated with that button, start the dialog window off at the directory the image is in instead of the root directory of graphics.

(in reply to TPM)
Post #: 126
RE: Wish List - 12/3/2007 10:41:18 PM   
Rik81

 

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Hot Keys: I know Vic is using "N" for New Unit, but I wish it were used for the more common Next Unit, where it would jump you to the next one of your units you have not yet considered for that turn. I find it hard, on a big map, to be sure I've consider all of my units (translation: I'm lazy!).

(in reply to TPM)
Post #: 127
RE: Wish List - 12/3/2007 11:01:59 PM   
Vic


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Of course i am reading the requests.

However i can already say not all will be implemented in the next v1.1.

Some will though. :)

(in reply to Rik81)
Post #: 128
RE: Wish List - 12/4/2007 1:03:48 AM   
dazoline II


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The ability like the Combat Sim option to take a look at the AI's side after a turn. Would help in seeing how the Ai reacts in an ongoing fashion.

_____________________________

Moscow by winter? Only if you send Fast Heinz to Kiev.

(in reply to Vic)
Post #: 129
RE: Wish List - 12/4/2007 2:16:45 AM   
beserko


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My mouse finger hurts!  This is such a click fest. How about Grey things out that you can't do? How bout a next unit key? How about planes that do a patrol (like the old EMPIRE game) (automatically!) And how about long distance moves for units!

_____________________________

as we know, there are known knowns; there are things we know that we know. There are known unknowns; that is to say, there are things that we now know we don't know. But there are also unknown unknowns—there are things we do not know we don't know."

(in reply to dazoline II)
Post #: 130
RE: Wish List - 12/4/2007 3:49:31 AM   
dazoline II


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The Editor:
When editing a people can we have a way to set the RegimeCol# back to -1.

_____________________________

Moscow by winter? Only if you send Fast Heinz to Kiev.

(in reply to beserko)
Post #: 131
RE: Wish List - 12/5/2007 1:56:30 PM   
hazxan

 

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How about retaining the state of the Statistics forms after you go back to the map.

For example, at the end of my turn, I use the OOB screen to check that there aren't some units I've not moved. I go through my armies, find one at AP100, then go to that unit and move it, so far so good. Then when I go back to OOB, I have to start all over again. I think the Statistics set of forms should always be displayed in the state you left it. And (as a software dev myself) I'd assume this isn't too difficult to implement.....

One more teeny tiny thing - please search for "dammage" and replace with "damage" throughout.



< Message edited by NotaGrog -- 12/6/2007 1:30:22 AM >

(in reply to dazoline II)
Post #: 132
RE: Wish List - 12/7/2007 11:32:20 AM   
emcgman


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I also would like to see Banquets idea implemented as an option.

Not trying to turn it into a TOAW or anything, but it would be very cool to have the option of a frontline framework already established.


(in reply to ravinhood)
Post #: 133
RE: Wish List - 12/7/2007 5:04:16 PM   
Smirfy

 

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Are there any plans to make an assault gun unit, a infantry gun on tracks

(in reply to emcgman)
Post #: 134
RE: Wish List - 12/7/2007 5:30:54 PM   
seille

 

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quote:

ORIGINAL: Smirfy


Are there any plans to make an assault gun unit, a infantry gun on tracks


Asked for long time ago, but it´s probably not easy to model the difference to a tank.
The assault guns has been a universal weapon. They supported the infantry but has been good
destroying tanks, too.
So at least for Germany that gun would be a tracked infantry gun with some attributes of AT gun or
tank destroyer.
Still would like to see it myself.

(in reply to Smirfy)
Post #: 135
RE: Wish List - 12/7/2007 8:02:42 PM   
Rik81

 

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Some one has bound to have suggested this in 5 pages, but just in case: I would like to see "Oilers" added to the Naval mix so that ships could be refueled at sea, instead of always having to find a port. 2nd item: A nice edition would be Minesweepers/Layers.

(in reply to TPM)
Post #: 136
RE: Wish List - 12/7/2007 9:14:01 PM   
Westheim

 

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Yeah, I miss mines, these cute little guys, too. Would give engineers an additional battlefield once all hexes are stuffed with roads and locations.

(in reply to Rik81)
Post #: 137
RE: Wish List - 12/7/2007 9:29:56 PM   
seille

 

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quote:

ORIGINAL: Rik81
A nice edition would be Minesweepers/Layers.


Hehe, can you remember Vic ? Long time ago...
I´m with you here Rik81 !!
That would be great indeed !!

_____________________________


(in reply to Rik81)
Post #: 138
RE: Wish List - 12/7/2007 11:14:33 PM   
IRONCROM


Posts: 679
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From: Las Vegas, Nevada
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quote:

ORIGINAL: Rik81

Some one has bound to have suggested this in 5 pages, but just in case: I would like to see "Oilers" added to the Naval mix so that ships could be refueled at sea, instead of always having to find a port. 2nd item: A nice edition would be Minesweepers/Layers.

Rik81,
If you have an HQ stationed at a port with subformations of cargo ships in it, then all you have to do is transfer supplies out of your HQ to any fleets you may have at sea.
The more cargo ships you have the more supplies you can tranfer...make sur this HQ is getting plenty of supplies or you'll not have any to tranfer.
I very rarely ever send my ship to port.

(in reply to Rik81)
Post #: 139
RE: Wish List - 12/7/2007 11:33:27 PM   
Ande

 

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From: Göteborg/Sweden
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I dont think mines model very well on this level, atleast not on land. I consider mines to be a part of the entrenchment modifer. maby it could be useful at sea to block off supplyroutes and defend certain ports

(in reply to IRONCROM)
Post #: 140
RE: Wish List - 12/8/2007 12:01:26 AM   
Smirfy

 

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I would just keep it HE, sod the AT capability

(in reply to Rik81)
Post #: 141
RE: Wish List - 12/8/2007 12:47:12 AM   
Rik81

 

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quote:

ORIGINAL: IRONCROM


quote:

ORIGINAL: Rik81

Some one has bound to have suggested this in 5 pages, but just in case: I would like to see "Oilers" added to the Naval mix so that ships could be refueled at sea, instead of always having to find a port. 2nd item: A nice edition would be Minesweepers/Layers.

Rik81,
If you have an HQ stationed at a port with subformations of cargo ships in it, then all you have to do is transfer supplies out of your HQ to any fleets you may have at sea.
The more cargo ships you have the more supplies you can tranfer...make sur this HQ is getting plenty of supplies or you'll not have any to tranfer.
I very rarely ever send my ship to port.


I didn't know that, thanks. It does bring up a second question though. Getting supplies to HQ's, is that only done "automatically" if the factory turning out supplies (thus the city) has as its HQ that particular one, the one in the Port?

(in reply to IRONCROM)
Post #: 142
RE: Wish List - 12/8/2007 1:10:27 AM   
maxfra

 

Posts: 27
Joined: 11/9/2007
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I would improve a little engineers.
1) I'd like the chance to blow to be displayed.
2) The EP needed to build something (for ex a fortress or an airport) should be the sum of all EP staked in that hex, not the EP of the single units. So if u have 2 different engineering unit having each 90 EP, you should be able to build an airport.

(in reply to Rik81)
Post #: 143
RE: Wish List - 12/8/2007 1:38:29 AM   
IRONCROM


Posts: 679
Joined: 8/19/2007
From: Las Vegas, Nevada
Status: offline

quote:

ORIGINAL: Rik81


quote:

ORIGINAL: IRONCROM


quote:

ORIGINAL: Rik81

Some one has bound to have suggested this in 5 pages, but just in case: I would like to see "Oilers" added to the Naval mix so that ships could be refueled at sea, instead of always having to find a port. 2nd item: A nice edition would be Minesweepers/Layers.

Rik81,
If you have an HQ stationed at a port with subformations of cargo ships in it, then all you have to do is transfer supplies out of your HQ to any fleets you may have at sea.
The more cargo ships you have the more supplies you can tranfer...make sur this HQ is getting plenty of supplies or you'll not have any to tranfer.
I very rarely ever send my ship to port.


I didn't know that, thanks. It does bring up a second question though. Getting supplies to HQ's, is that only done "automatically" if the factory turning out supplies (thus the city) has as its HQ that particular one, the one in the Port?


That,s the best way...But you can transport supplies HQ to HQ over land as long as you have trucks.

(in reply to Rik81)
Post #: 144
RE: Wish List - 12/8/2007 1:46:57 AM   
IRONCROM


Posts: 679
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From: Las Vegas, Nevada
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let me be more specific. supplies will move to an attached HQ on there own if requested without trucks...but if you have trucks you can move extra supplies from HQ to HQ the same way you move Subformations.

(in reply to IRONCROM)
Post #: 145
RE: Wish List Another item for wishlist - 12/8/2007 7:33:31 AM   
rickier65

 

Posts: 14231
Joined: 4/20/2000
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Another item I'd like to see is the ability to set a draw in the editor. Perhaps as an argument to the ExecSetWinner function. following patttern of other Execs, perhaps a -1 would set a draw.

If it's already possible to set a Draw, maybe one of the experts could tell me how.

Thanks
Rick

(in reply to IRONCROM)
Post #: 146
RE: Wish List Another item for wishlist - 12/9/2007 10:37:14 PM   
hazxan

 

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A nice usability enhancement: When you select enemy units, only enable the buttons for those attacks that are actually available. eg If you select an enemy unit and you have no aircraft in range, don't even enable the air strike button.

Probably depends on individual playing style, but especially for air strikes, I select an enemy, then click Airstrike, then All, only to find that actually an air strike isn't possible. This enhancement would save me a couple of minutes each turn on the large scenarios.

(in reply to rickier65)
Post #: 147
RE: Wish List Another item for wishlist - 12/9/2007 11:27:11 PM   
tweber

 

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quote:


Another item I'd like to see is the ability to set a draw in the editor. Perhaps as an argument to the ExecSetWinner function. following patttern of other Execs, perhaps a -1 would set a draw.

If it's already possible to set a Draw, maybe one of the experts could tell me how.


You could have a dummy regime that is asleep and diplomatically blocked. If your draw conditions are met, award victory to the dummy regime. You could even call the regime 'It's a draw'.

(in reply to hazxan)
Post #: 148
RE: Wish List Another item for wishlist - 12/10/2007 1:00:49 AM   
rickier65

 

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quote:

ORIGINAL: tweber

quote:


Another item I'd like to see is the ability to set a draw in the editor. Perhaps as an argument to the ExecSetWinner function. following patttern of other Execs, perhaps a -1 would set a draw.

If it's already possible to set a Draw, maybe one of the experts could tell me how.


You could have a dummy regime that is asleep and diplomatically blocked. If your draw conditions are met, award victory to the dummy regime. You could even call the regime 'It's a draw'.


Ah, yes that could work.

thanks
Rick

(in reply to tweber)
Post #: 149
RE: Wish List Another item for wishlist - 12/12/2007 4:15:11 PM   
Smirfy

 

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Along with the request for assault guns could I add one for infantry tank (as heavy tank is a bit overspeced for a Matilda or Valentine). Not wanting to spoil the generic nature but it is nice for scenario building to have a full spectrum of units to cose from. Another unit that would be good for early war scenarios is Tankette as again light tank is over speced.

(in reply to rickier65)
Post #: 150
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