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RE: Updated - Master List of Issues - 3/1/2011 7:46:17 PM   
Redmarkus5


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quote:

ORIGINAL: victor charlie


quote:

ORIGINAL: redmarkus4


quote:

ORIGINAL: victor charlie

To expand on that; the ability of a large amount of units being kept in supply by a small port as opposed to being in beachhead supply, thereby allowing them to rout after losing a combat cannot really be justified?


That's a good point, although I myself do have a minor issue about the way some towns are shown as little dots on the map, when they were a bit more important than that.

I'll add your comment to the list - thanks.


Could we get a graphic or a mod making the black dots something a little bigger and better?



Somebody made a map that had the name of every town on it, but I don't think he shared it as a mod. Maybe something like the towns in the red box, but better, with a few different layouts. This took me about 10 minutes, but I would prefer if the devs created this as it might be overwritten by new patches...




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Post #: 91
RE: Updated - Master List of Issues - 3/1/2011 7:53:25 PM   
Redmarkus5


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Or even better - with the town names!




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RE: Updated - Master List of Issues - 3/1/2011 8:01:16 PM   
Redmarkus5


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Or how about a road net with bridges that affect movement and supply, as in almost every other major wargame game ever made? We can live in hope... :)




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Post #: 93
RE: Updated - Master List of Issues - 3/1/2011 8:16:49 PM   
cookie monster


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quote:

ORIGINAL: redmarkus4

Somebody made a map that had the name of every town on it, but I don't think he shared it as a mod. Maybe something like the towns in the red box, but better, with a few different layouts. This took me about 10 minutes, but I would prefer if the devs created this as it might be overwritten by new patches...



He did share it as a mod. Located here : http://www.matrixgames.com/forums/tm.asp?m=2643336&mpage=2&key= scroll down to post 41

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RE: Updated - Master List of Issues - 3/1/2011 8:37:19 PM   
Josh

 

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Really liked that last one Markus. I too have the feeling I'm missing something not having major bridges around, they were after all important. You can either blow them up (with X-change of probability of failure to do so) and you'd have to repair them as well with engineers. Great choice of using that particular fond type, matches the map quite well. I do think however that including roads for supply, uhm, well the devs would have to do a serious rewriting of code.
Yeah adding the names of towns/ cities on the map sure does add to historical flavor.

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Post #: 95
RE: Updated - Master List of Issues - 3/1/2011 8:42:08 PM   
Redmarkus5


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quote:

ORIGINAL: Josh

Really liked that last one Markus. I too have the feeling I'm missing something not having major bridges around, they were after all important. You can either blow them up (with X-change of probability of failure to do so) and you'd have to repair them as well with engineers. Great choice of using that particular fond type, matches the map quite well. I do think however that including roads for supply, uhm, well the devs would have to do a serious rewriting of code.
Yeah adding the names of towns/ cities on the map sure does add to historical flavor.


Agreed - I was thinking about the next game, I guess. Europe? GOT to have roads and bridges for Western Europe...

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Post #: 96
RE: Updated - Master List of Issues - 3/1/2011 8:42:42 PM   
Redmarkus5


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quote:

ORIGINAL: cookie monster


quote:

ORIGINAL: redmarkus4

Somebody made a map that had the name of every town on it, but I don't think he shared it as a mod. Maybe something like the towns in the red box, but better, with a few different layouts. This took me about 10 minutes, but I would prefer if the devs created this as it might be overwritten by new patches...



He did share it as a mod. Located here : http://www.matrixgames.com/forums/tm.asp?m=2643336&mpage=2&key= scroll down to post 41


Great! Going right over there to download it now!

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Post #: 97
RE: Updated - Master List of Issues - 3/2/2011 1:05:10 AM   
VictorCharlie

 

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redmarkus4, yes liked your version with the updated town graphic, much better than a dot.

names are good to but i can see how it does get a bit overloaded with the other map i have just downloaded to!

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Post #: 98
RE: Updated - Master List of Issues - 3/3/2011 6:03:50 PM   
randallw

 

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In my current game, with patch 1.03 b6, I was able to combine two regular cav divisions and one mountain cav division into a cav corps; is this supposed to be allowed?

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Post #: 99
RE: Updated - Master List of Issues - 3/3/2011 8:00:41 PM   
Panama


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quote:

ORIGINAL: redmarkus4


quote:

ORIGINAL: Josh

Really liked that last one Markus. I too have the feeling I'm missing something not having major bridges around, they were after all important. You can either blow them up (with X-change of probability of failure to do so) and you'd have to repair them as well with engineers. Great choice of using that particular fond type, matches the map quite well. I do think however that including roads for supply, uhm, well the devs would have to do a serious rewriting of code.
Yeah adding the names of towns/ cities on the map sure does add to historical flavor.


Agreed - I was thinking about the next game, I guess. Europe? GOT to have roads and bridges for Western Europe...


Nein!!! You will get NO roads and NO bridges!!!!

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Post #: 100
RE: Updated - Master List of Issues - 3/3/2011 11:26:18 PM   
timmyab

 

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quote:

ORIGINAL: redmarkus4
Or how about a road net with bridges that affect movement and supply

Yeah, I'll have some of that.
I'd certainly settle for railways doubling up for major roads from a road movement perspective.The lack of bridges is a serious omission in my book.It was the first thing I noticed when I opened the game up, "What, no bridges???".One of the most strategically important WWII objectives missing from a WWII strategy game.
The towns look good.Would be nice if they had slightly more significance though.All I can think of is that they could be used for drawing extra supplies if an HQ was based in the town.Not sure though.


< Message edited by timmyab -- 3/3/2011 11:27:14 PM >

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Post #: 101
RE: Updated - Master List of Issues - 3/4/2011 3:53:47 AM   
pompack


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quote:

ORIGINAL: randallw

In my current game, with patch 1.03 b6, I was able to combine two regular cav divisions and one mountain cav division into a cav corps; is this supposed to be allowed?


Two divisions and a brigade will give you a corps.

Also a cav is a cav is a cav. HOWEVER a para inf or a naval inf will NOT combine with regular inf to make an inf corps.

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Post #: 102
RE: Updated - Master List of Issues - 3/4/2011 4:08:01 AM   
keystone70

 

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I have now been interdicted for the 4th time by my own planes. Anyone else seen this?

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Post #: 103
RE: Updated - Master List of Issues - 3/8/2011 7:49:26 PM   
Redmarkus5


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quote:

ORIGINAL: victor charlie

redmarkus4, yes liked your version with the updated town graphic, much better than a dot.

names are good to but i can see how it does get a bit overloaded with the other map i have just downloaded to!


Agreed. I am working on a version with only the actual in-game towns showing. The other mod has a large number of additional towns included and also moves some towns to their correct locations. The problem is that in the game the new location is 'Forest' etc. and the old one is still a town, but shows on the map as clear, forest or swamp etc.

Also, I am using lowercase, which makes the map look less cluttered...




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Post #: 104
RE: Updated - Master List of Issues - 3/8/2011 7:54:38 PM   
Redmarkus5


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IIRC, the Pop 4 and over towns provide shelter during the blizzard - crucially important. I am looking at how to highlight these, as well as the factory and oil locations.

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Post #: 105
RE: Updated - Master List of Issues - 3/8/2011 7:58:12 PM   
Redmarkus5


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quote:

ORIGINAL: timmyab

quote:

ORIGINAL: redmarkus4
Or how about a road net with bridges that affect movement and supply

Yeah, I'll have some of that.
I'd certainly settle for railways doubling up for major roads from a road movement perspective.The lack of bridges is a serious omission in my book.It was the first thing I noticed when I opened the game up, "What, no bridges???".One of the most strategically important WWII objectives missing from a WWII strategy game.
The towns look good.Would be nice if they had slightly more significance though.All I can think of is that they could be used for drawing extra supplies if an HQ was based in the town.Not sure though.



100% agreed. I would have expected the game design discussion to have started with the question of the river-bridge-city-road-rail net design, followed by everything else. The strategic direction of the whole campaign was dictated by these ingredients, which was primarily a battle over key road and rail junctions and sources of supply.

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Post #: 106
RE: Updated - Master List of Issues - 3/8/2011 8:22:32 PM   
Redmarkus5


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For updates on the map mod, please see http://www.matrixgames.com/forums/tm.asp?m=2743063&mpage=1&key=

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Post #: 107
RE: Updated - Master List of Issues - 3/9/2011 5:01:08 PM   
VictorCharlie

 

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Further to my previous point about Italian and Rumanian reinforcement squadrons having no planes.

Going through the editor I found that all reinforcement squadrons have no planes. They start to gather these from the pools when they arrive in the National Reserve.

Which works for German squadrons but it appears there are not enough Italian and Rumanian planes in the pools?

Which raises another question, squadrons arrive, take planes from pool, then withdrawal turns later.
Do these planes then return to the pool or are they lost?

This has a big effect on axis minors with limited production and resources. And they shouldn’t just disappear to where?


< Message edited by victor charlie -- 3/9/2011 5:03:00 PM >

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Post #: 108
RE: Updated - Master List of Issues - 3/10/2011 10:11:46 PM   
Redmarkus5


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quote:

ORIGINAL: victor charlie

Further to my previous point about Italian and Rumanian reinforcement squadrons having no planes.

Going through the editor I found that all reinforcement squadrons have no planes. They start to gather these from the pools when they arrive in the National Reserve.

Which works for German squadrons but it appears there are not enough Italian and Rumanian planes in the pools?

Which raises another question, squadrons arrive, take planes from pool, then withdrawal turns later.
Do these planes then return to the pool or are they lost?

This has a big effect on axis minors with limited production and resources. And they shouldn’t just disappear to where?



Anyone have an answer for VC?

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Post #: 109
RE: Updated - Master List of Issues - 3/14/2011 12:28:41 AM   
randallw

 

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When the computer upgrades an airborne corps HQ to a Guards status it then disbands it on the same turn.  Why?

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Post #: 110
RE: Updated - Master List of Issues - 3/16/2011 12:57:00 PM   
VictorCharlie

 

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quote:

ORIGINAL: redmarkus4


quote:

ORIGINAL: victor charlie

Further to my previous point about Italian and Rumanian reinforcement squadrons having no planes.

Going through the editor I found that all reinforcement squadrons have no planes. They start to gather these from the pools when they arrive in the National Reserve.

Which works for German squadrons but it appears there are not enough Italian and Rumanian planes in the pools?

Which raises another question, squadrons arrive, take planes from pool, then withdrawal turns later.
Do these planes then return to the pool or are they lost?

This has a big effect on axis minors with limited production and resources. And they shouldn’t just disappear to where?



Anyone have an answer for VC?



Guess there is way too many other problems to fix first. I think i'll put play on hold till V1.09 comes out.


< Message edited by victor charlie -- 3/16/2011 12:58:53 PM >

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Post #: 111
RE: Updated - Master List of Issues - 3/16/2011 6:04:28 PM   
randallw

 

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I encountered some surprising weirdness last night.  I launched multiple air attacks on a German stack; in the 3rd attack the leader of the HQ in the stack was killed, then in the 4th attack the first replacement leader died and was replaced.  Replacement #2 immediately died, a replacement #3 shows up and immediately died; the pattern continued to the point I tried to click the exit link to end the carnage.  I lost of track of the leader deaths but it was at least 8, perhaps maybe a dozen.

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Post #: 112
RE: Updated - Master List of Issues - 3/18/2011 6:02:34 AM   
randallw

 

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It happened again; I had multiple air attacks on an Axis minors stack.  The last attack killed about 6 leaders trying to take command of the 5th Rumanian Corps.

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Post #: 113
RE: Updated - Master List of Issues - 3/18/2011 7:52:17 AM   
Helpless


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quote:

I encountered some surprising weirdness last night. I launched multiple air attacks on a German stack; in the 3rd attack the leader of the HQ in the stack was killed, then in the 4th attack the first replacement leader died and was replaced. Replacement #2 immediately died, a replacement #3 shows up and immediately died; the pattern continued to the point I tried to click the exit link to end the carnage. I lost of track of the leader deaths but it was at least 8, perhaps maybe a dozen.


Can you post it to the separate thread with the save and way to reproduce? Does sound very bad.. thanks.

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Post #: 114
RE: Updated - Master List of Issues - 3/18/2011 7:52:41 AM   
Helpless


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quote:

Further to my previous point about Italian and Rumanian reinforcement squadrons having no planes.


Trey is fixing it right now.

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Post #: 115
RE: Updated - Master List of Issues - 3/18/2011 5:25:08 PM   
Redmarkus5


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quote:

ORIGINAL: randallw

It happened again; I had multiple air attacks on an Axis minors stack.  The last attack killed about 6 leaders trying to take command of the 5th Rumanian Corps.


Added to Master List

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