Posts: 2001
Joined: 4/12/2005 From: WV USA Status: offline
While not highlighted, each HQ and the units that it commands are color coded. These colors can be changed while in game.
quote:
ORIGINAL: Ajantaka
The ability to quickly locate all the subordinate units of HQ or all the sister units (those with same HQ) by clicking on the unit/HQ and all the subordinate/units will be outlined or highlighted.
Posts: 6830
Joined: 7/17/2005 From: The Divided Nations of Earth Status: offline
Would be sort of convenient if HQs also gave the ideal number of staff they need along with or instead of % staffed. Sometimes it's difficult to determine how many staff would get them up to 100%. So it would be convenient if there were a raw number as well telling you for example that your HQ needs 54 staff in order to be at 100% or something.
Posts: 2001
Joined: 4/12/2005 From: WV USA Status: offline
The new TO&E feature, if you have an HQ template applied to your HQs, attempts to keep them at 100%. There is no need try to determine how many staff are needed.
quote:
ORIGINAL: Gary Childress
Would be sort of convenient if HQs also gave the ideal number of staff they need along with or instead of % staffed. Sometimes it's difficult to determine how many staff would get them up to 100%. So it would be convenient if there were a raw number as well telling you for example that your HQ needs 54 staff in order to be at 100% or something.
Posts: 6830
Joined: 7/17/2005 From: The Divided Nations of Earth Status: offline
For some reason it seems when I have TO&E set up my HQs don't always draw enough staff to stay near 100%. I've had HQs linger understaffed for several turns even though there are plenty of staff at their superior HQs to give them.
Posts: 2001
Joined: 4/12/2005 From: WV USA Status: offline
This has not been my experience. My HQs stay at or near 100%.
quote:
ORIGINAL: Gary Childress
For some reason it seems when I have TO&E set up my HQs don't always draw enough staff to stay near 100%. I've had HQs linger understaffed for several turns even though there are plenty of staff at their superior HQs to give them.
Don't forget that you need transport capacity in your HQ to send troops from it. If your HQ just has trains and it and the target is not on tracks, nothing will move. Both must be on tracks.
Thanks, I had forgotten this. This is useful but highlighting or somesuch more visual device would help those of us with weak eyes and overall make it quicker to locate sister units.
I would love for the system of messages with choices as in DC:B was available in ATG.
As is the message system does not really give that option, and it is best solved via cards... but having many cards could clutter the screen considerably.
Posts: 6830
Joined: 7/17/2005 From: The Divided Nations of Earth Status: offline
Really, REALLY wish there were a separate setting in the editor for "air transportable" or else limit aircraft to only being able to transport things that individually weigh less than a single plane's maximum carry capacity. It seems absurdly unrealistic to be able to transport a locomotive by transport planes, especially for the WW2 period. Never was done and never could have been done. I'm not sure it's possible to transport a locomotive by air even today.
Another thing I really wish for is the ability to implement helicopters more realistically into the game. This could maybe be done through creation of a new subformation type called "ground crew". "Ground crew" would be like land based aircraft carriers in that they could move from hex to hex and "contain" certain aircraft types (helicopters or VTOL aircraft only) Every aircraft would have a "weight" and every "ground crew" would have a specific amount of aircraft "weight" it could support. If the number of aircraft exceeds the capacity of "ground crews" on a hex then air operations would not be possible.
While I know that Helicopters can land almost anywhere, they too, like planes need to return to their base to refuel. The real trouble I see is that if you have a turn length that is less than a day, you might want to model that. But if it's more than 1 day, it would seem likely that it would return to base after a mission ended. Thus the problem with helicopters is really to avoid designing games that are in too low time scale.
I came to this realization recently. If I am wrong, please do tell, but it seems that they could be modeled if the scale is not too small.
I think the problem with helicopters is more along the lines of air-mobile, or air-cavalry. You can model them dropping troops off via paradrops, but you can't pick them up and transport them to another spot (unless they are in an airbase). And you can't transport troops from one base to another via air. It was probably quite an operation to pick up troops in the field, but from a game standpoint, that is probably the main thing that you would want to add that is differentiated from current transport capability.
I don't think that it would make much sense to allow helicopters to land and stay at a place that is not a base. This just doesn't happen as helicopters need to be refueled and rearmed, which I think must happen at an airbase of some sort.
I want consistency in EDITOR. Example: SFTs table. You click on sft and it's selected and auto moved on center. (Good) Regimes table. You click on sft and it's selected and it's NOT auto moved on center. (Bad) Eh.
Posts: 39
Joined: 11/25/2015 From: United States of America Status: offline
I'd love to be allowed to move the items in the Items menu Doing a total conversion scenario, it is very annoying when say B 1 is before A 1 which is before B 2 I just want to stay organized
< Message edited by StrategyGamer -- 6/18/2016 7:13:36 AM >
I don't know if this has been asked before, but could it be possible to add an import/export function to various things, such as buildings, SFTs, research trees. My reasoning is that I have a ton of stuff written up in text files, and importing it via the editor is slightly annoying and much more time consuming because I have to click all the things and make sure I didn't screw up somewhere.
If there is an import/export text function to the editor, then please PM me on how to use it.
Is there any room in the GUI for an extra button? I was wondering because in some games (take WaW for ATG for instance) players want to make more resources than can be viewed in the upper bar of the screen. A button that simply says Resources, or it could be a tab in the statistics, and you could review your resources there.
I would like to be able too make fixed borders like in Operational Art of war and the border graphics now used to show when you conqueror territory but the borders still stay the same.
< Message edited by lion_of_judah -- 8/27/2017 6:48:26 PM >
I would like to be able too make fixed borders like in Operational Art of war and the border graphics now used to show when you conqueror territory but the borders still stay the same.
You could make new river types that have no impact on combat/movement but show a border like sprite?
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I would like to be able too make fixed borders like in Operational Art of war and the border graphics now used to show when you conqueror territory but the borders still stay the same.
You could make new river types that have no impact on combat/movement but show a border like sprite?
The only catch is if the border is along a river. Then, you'll have to make new one the border and the river, which is not that hard to do.
I'd like to suggest making the unit supply and reinforcements thresholds more incremental. What I mean is being able to set those limits at 10% intervals (10%, 20%, 30% etc.),instead of every 25% as it is now. While I'm on the topic I'd like to point out that the documentation for TOE's on this wiki page http://www.vrdesigns.net/atwiki/doku.php?id=tables_of_organisation_and_equipment contradicts itself. The document states that you can set a unit to 0% reinforcements which means it will not be automaticly reinforced, while the "possible extensions" part at the bottom says this setting will be potentialy added. This seems to be the case, as it hasn't been implemented yet. What I want to say is I'd like to request this 0% setting to be added.
I'd really like to have the chance to assign specific TOE formations by Peoples group for the AI to use in random games. Basically assigning TOE formations for the AI to produce through the editor. Maybe specifying priority as well, to have the AI keep realistic amount of infantry, armored or special divisions.
Something I've noticed playing the base game and the Four Seasons mod is that the AI plays very well early on in the game, pulling off good maneuver warfare and hitting weakpoints, and they manage to do it mostly because the predefined formations spawned in with the game world are balanced enough with early player-made formations. After the player has stabilized the front and ramped up production, it becomes a matter of time before they can win the game, as the AI just cannot produce formations that are able to withstand those of the player. Most of the times in fact, it just starts bunching up large numbers of infantry supported by a very meager amount of tanks or artillery, rarely both. These formations are terrible in the attack, and just as much in defense.
After steady playing for a month I think the game is in essence quite well balanced and varied. However a few things I could suggest-
1) It would nice to see some sort of diplomatic option when playing the AI. Even a very crude option of "bribing" them with raw/ oil or supply points in exchange for peace would be welcome. As it is, when playing the AI it's everyone for themselves.
2) Naval mine warfare. I would like to see some option for laying mines in sea areas.
3) More realistic tank destroyers. In the game they're the equivalent of battleships on land, they have huge anti- tank value but are hugely slow and costly to build. In reality WW2 tanks destroyers were actually easier and less time consuming to build than turreted tanks. They could carry a larger gun than most tanks, at the expense of less tactical flexibility in combat. The tank destroyers in ATG just seem a little bit too "gamey" for my taste, considering the mostly realistic nature of most of the other units.
Is it possible to implement "any people" in TOE designed schemes?
If my empire consists of many people groups, it becomes a difficult retention of the national character of army. And the creation of many division organizational charts does not seem rational (I will get lost in it myself).