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RE: PBEM Improvement - 10/15/2004 5:40:05 AM   
esteban


Posts: 618
Joined: 7/21/2004
Status: offline
In case this isn't already here somewhere, I wish that the Japanese Nell and Betty groups would be fixed so that they don't continually draw replacement pilots, whether you want them to or not. I have had some success in getting them to stop doing this, by removing the excess aircraft that these units start with in the full campaign scenarios. Some other people find that the bomber groups still draw pilots if the surplus aircraft are removed.

These bomber groups make it close to impossible to manage your IJN pilot replacement pool, unless you play one of the modded scenarios where you get more pilots.

(in reply to Ron Saueracker)
Post #: 211
RE: WitP Wish List - 10/16/2004 4:37:38 AM   
siRkid


Posts: 6650
Joined: 1/29/2002
From: Orland FL
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Colleting data for the next patch. If you did not get it in by now, too late.

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Former War in the Pacific Test Team Manager and Beta Tester for War in the East.


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Post #: 212
RE: WitP Wish List - 10/16/2004 4:44:32 AM   
siRkid


Posts: 6650
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From: Orland FL
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quote:

ORIGINAL: pad152

Subs Retrun to base:

Subs auto or human control will automaticaly return to base if low on fuel, ammo, or damaged.


Added to bug list.

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Former War in the Pacific Test Team Manager and Beta Tester for War in the East.


(in reply to pad152)
Post #: 213
RE: Database screens - 10/16/2004 4:56:42 AM   
siRkid


Posts: 6650
Joined: 1/29/2002
From: Orland FL
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quote:

ORIGINAL: bstarr

the option to keep playing after an automatic victory . . . I want to invade Japan or maybe even invade the U.S.


Done in 1.3

< Message edited by Mr.Frag -- 1/21/2005 9:57:12 AM >


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(in reply to bstarr)
Post #: 214
Ideas - 1/22/2005 2:01:58 PM   
Distiller

 

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Joined: 1/17/2005
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# How about having avgas for airplane as the third logistics need besides bunker oil for ships and supplies for everybody?
# There should be a possibility to let pioneers build new railways, railyards and roads.
# There should be a possibility to let pioneers build auxilary airfields.
# The Jap industry should have a central screen with a possibilty to manipulate the industry on a single screen.
# Japs did ops in the Indian Ocean as far as the African coast. Chance to include that?
# The Fleet needs real waypoints. (I know I can do that with the "do not retire" option, but waypoints would be nice.
# Why not let the player decide shich ships to build?
# The whole industry system could be broadend and designed more flexible.
# The wholo complex of hospitals and sick bays is missing. An amphib assault without a hospital ships is four to five times costlier in lives.
# The aircraft database needs some serious workover (ranges, maneuverability of especially U.S. planes are often unrealisticly high)

Later edit:
# What about POW?
# If a unit is undersupplied its strength dwindles away, because troops (or POW) die of starvation.

Still later edit:
# By looking into the editor - is there a built-in hero factor for U.S. planes? Armor, firepower, accuracy, ... Hmmm.
# WHat's the point in not being able to evacuate USAFFE? Second class Americans?

< Message edited by Distiller -- 1/23/2005 8:46:05 PM >

(in reply to siRkid)
Post #: 215
RE: Ideas - 1/22/2005 2:21:09 PM   
Rainerle

 

Posts: 463
Joined: 7/24/2002
From: Burghausen/Bavaria
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Hi,

it would be helpful (for the japanese) to have a screen each turn which describes which industry did not work and why, something like:

'Heavy industry in Tokyo did not produce because of lack of Oil'
'Armaments factory in Kobe did not produce because of lack of HI points'
'A6M5 Zeke factory in Gumma did not produce because of lack of engines'
and so on and so on !

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Post #: 216
RE: Ideas - 1/22/2005 6:03:57 PM   
Iron Duke


Posts: 529
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From: UK
Status: offline
Hi,

Increase in the size of the data base , add more nationalities etc , just make it bigger!!

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(in reply to Rainerle)
Post #: 217
RE: Ideas - 1/22/2005 10:43:33 PM   
MikeH1952

 

Posts: 92
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From: Salisbury England
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Rainerle's suggestion is top of my list, helpful to have this extended top Naval Shipyards also!

(in reply to Rainerle)
Post #: 218
RE: Ideas - 1/23/2005 4:27:31 PM   
LargeSlowTarget


Posts: 4443
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From: Hessen, Germany - now living in France
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1. Ship class filters in the 'Ship transfer'-screen.
2. Only appropriate ships should show up in this screen when selecting a 'special' TF - e.g. when selecting a Tanker TF, only TKs, AOs and escorts should be shown in the 'ship transfer'-screen, not all ships available in the hex.

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Post #: 219
RE: Ideas - 1/23/2005 6:12:53 PM   
Halsey

 

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Thank you for your suggestions. This thread is now locked.

Just thought I'd beat Mr Frag to it.

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Post #: 220
Requested Adjustments to Unit Divide Function - 1/23/2005 6:22:50 PM   
Don Bowen


Posts: 8183
Joined: 7/13/2000
From: Georgetown, Texas, USA
Status: offline
I am a retired programmer with somewhat over 35 years experience, and I truly understand the difference between a user’s perception of what is easy and what really is easy. These are easy – about 4 if statements in the Land Unit divide and Land Unit Re-combine functions.

1. Allow Regiments and RCT to divide into three sub-units (battalions). PROBABLY requires additional "or" to existing "if": If suffix = division OR REGIMENT OR RCT... Same on recombine.

2. Provide different divide/recombine for British and other Brigades. PROBABLY requires extension and "else" to existing "if". If suffix = Brigade {if Nation = British, Indian, Australian, New Zealand, Canada, Commonwealth divide by 3 else divide by 2}.


Alternately, since only Corps (into 3), Divisions (into 3), and Brigades (into 2) may currently be divided it may be programmatically easier to allow all units to be divided by 3 with a specific exception for non-British brigade. This would also allow division of HQ, Fortress, etc units, which may or may not be acceptable.

The ability to specifically divide larger units is much preferable to the splitting of units by loading on transports. The “divide” creates balanced sub-units while loading tends to split combat forces from support.

Don

(in reply to esteban)
Post #: 221
RE:Ship upgrades - 1/23/2005 8:04:09 PM   
Ol_Dog


Posts: 317
Joined: 2/23/2003
From: Southern Illinois
Status: offline
For upgrade decisions:

Create a screen for upgrade comparing current ship, upgraded ship and estimated time for completion (damage). Then click yes or no for upgrade now.

This also could be used for aircraft upgrades.

I have only been through 2 small ship upgrades so far, so this may not be a big item after becoming more familiar with the changes and time involved.

Ol' Dog

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(in reply to siRkid)
Post #: 222
RE: WitP Wish List - 1/23/2005 9:17:27 PM   
latosusi

 

Posts: 327
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From: London/Kuopio
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Please bring us heavier allied bombs (as historically used) if only in small numbers

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Post #: 223
RE: WitP Wish List - 1/23/2005 10:42:59 PM   
Mr.Frag


Posts: 13410
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From: Purgatory
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quote:

Please bring us heavier allied bombs (as historically used) if only in small numbers


Already in the game.

(in reply to latosusi)
Post #: 224
RE: WitP Wish List - 1/24/2005 3:01:05 AM   
sabreman1966mcs

 

Posts: 180
Joined: 2/12/2004
From: Newcastle upon Tyne, UK
Status: offline
Here is a small addition to the list (or two, depends on how you look at it);

On the "List all Ships" screen, add the name or the current leader of the vessel.

Also on the "List all TF's" add a third option to the toggle to "show cargo/troops" to show who the current TF leader is.

Just a thought

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(in reply to Mr.Frag)
Post #: 225
RE: WitP Wish List - 1/24/2005 7:20:56 AM   
mutterfudder

 

Posts: 204
Joined: 4/2/2004
From: Everything's BIG inTexas
Status: offline
Editor: Ingame.


I know this can be done.

Sure would help those buggy games more playable.

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Post #: 226
RE: WitP Wish List - 1/24/2005 12:34:14 PM   
Sonny

 

Posts: 2008
Joined: 4/3/2002
Status: offline
Haven't checked to see if this was mentioned - have a react range for ASW TFs. Any sub spotted within that range would get the attention of that ASW group. Set it to zero and you can guide your forces manually. Would save lots of time. You would probably still have to move your ASW TF manually if those "CA"s were reported (or else change the reporting system so if it looks like a sub on-screen it gets reported as a sub).

_____________________________

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"I'll say it again for Sonny's sake: If you mess with historical accuracy, you're going to have
ahistorical outcomes. "

(in reply to mutterfudder)
Post #: 227
RE: WitP Wish List - upgrades - 1/24/2005 3:44:21 PM   
kayjay


Posts: 133
Joined: 7/4/2004
From: JS J4 Pentagon
Status: offline
Add to the ops report when an upgrade triggers - both a/c and ship

eg 4th FS Darwin upgraded to P40E
USS California Sanfrancisco 4/42 upgrade started

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Kevin Kelley

(in reply to Sonny)
Post #: 228
RE: WitP Wish List - TF Screens - 1/24/2005 3:50:31 PM   
kayjay


Posts: 133
Joined: 7/4/2004
From: JS J4 Pentagon
Status: offline
1. rearrange the mission buttons is some sort of human factors order
eg
Air combat Replenishment Sub Patrol PT Boats
Surface COmbat Tanker Sub MInelaying
Asw Transport Sub Transport
Mine Warfare Fast Transport

YOu get the idea...

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Kevin Kelley

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Post #: 229
RE: WitP Wish List - TF Screens - 1/24/2005 3:51:29 PM   
kayjay


Posts: 133
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From: JS J4 Pentagon
Status: offline
quote:

ORIGINAL: kkelley

1. rearrange the mission buttons is some sort of human factors order
eg
Air combat Replenishment Sub Patrol PT Boats
Surface COmbat Tanker Sub MInelaying
Asw Transport Sub Transport
Mine Warfare Fast Transport

THis is supposed to be four columns ...


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Kevin Kelley

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Post #: 230
RE: WitP Wish List - San Fran Port - 1/24/2005 3:54:35 PM   
kayjay


Posts: 133
Joined: 7/4/2004
From: JS J4 Pentagon
Status: offline
Make it so you can screen out all the ships currently 'red' - ie in auto convoy when you are putting ships in a task force. FOr example Im trying to find a few APs to load up some troops and if I sort by type I get all the AKs and have to scroll way down to the AP, by capacity I get tankers ....

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Kevin Kelley

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Post #: 231
RE: WitP Wish List - San Fran Port - 1/24/2005 10:02:40 PM   
2ndACR


Posts: 5665
Joined: 8/31/2003
From: Irving,Tx
Status: offline
Change the return delay of disbanded unit to 30 days instead of 90 days. Takes too long to get a decent training program going.

Allow divided air units to rebuild to full strength if do not return is selected. Even that would help alot. Sucks having 2 Zero 9 plane units sitting around waiting 90 days for a disbanded sliver to arrive back on the map.

(in reply to kayjay)
Post #: 232
RE: WitP Wish List - Electonic Bookkeeping - 1/25/2005 5:58:48 AM   
scout1


Posts: 2899
Joined: 8/24/2004
From: South Bend, In
Status: offline
Well since you were kind enough to open this thread back up ......

A dump of the database files on a per game turn basis to allow us to extract current game states/info. Just need to add password protect to open /access only your given side. And yes, I'm sure I've over simplified the hell out of this.

Bottomline, is give us access to something that allows us to manage this monster, electronically, per turn. It is a COMPUTER game afterall. Hell, I used less scratch paper playing the monster SPI games in the 70's.

Don't mean to beat a dead horse Frag, but just like to think this one won't get lost in the shuffle.

(in reply to 2ndACR)
Post #: 233
RE: WitP Wish List - Electonic Bookkeeping - 1/25/2005 9:08:10 PM   
testarossa


Posts: 952
Joined: 9/24/2004
From: Vancouver, Canada
Status: offline
Is it possible to add the ability to remove/add ships from/to building queue? I understand there should be a fiature to prevent building 1944 designs in 1941 though.

I just hate to keep track of all planned ships to halt production in time. And I want more destroyer escorts.

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Post #: 234
RE: WitP Wish List - Electonic Bookkeeping - 1/25/2005 10:36:54 PM   
BlackVoid


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Please add date to the ships sunk list.

(in reply to testarossa)
Post #: 235
RE: WitP Wish List - Electonic Bookkeeping - 1/25/2005 10:46:37 PM   
BlackVoid


Posts: 639
Joined: 10/17/2003
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- Ability to transfer pilots from one unit to another (same plane, same base) or make it possible to transfer pilots to and from pool.

- Ability to withdraw pilots in a unit without planes.

- In air-to-air combat quantity should have more effect. (Outnumbered side should suffer penalties).

(in reply to BlackVoid)
Post #: 236
RE: WitP Wish List - Electonic Bookkeeping - 1/26/2005 12:09:19 PM   
LargeSlowTarget


Posts: 4443
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From: Hessen, Germany - now living in France
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quote:

ORIGINAL: BlackVoid

- In air-to-air combat quantity should have more effect. (Outnumbered side should suffer penalties).


Mmmh, depends on pilot experience and moral. There are examples of outnumbered but experienced pilots wreaking havoc in enemy formations of inexperienced pilots.

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Post #: 237
RE: WitP Wish List -Night Bombing - 1/26/2005 1:38:29 PM   
Gen.Hoepner


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From: italy
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Altough it has been already worked, the night bombing feature still need some corrections!
The Op. losses, morale and fatigue need to be higher: now is ridiculous!
The AA fire at night must be reworked! Now it's pretty useless, even when planes fly at 5,000 fts.!
Considering the difficulties of flying in nightime, the operational losses ( crashes on the runway especially during landings).
This for me , is a must: nowdays everybody is using houserules for rule this problem: and if allowed freely you can easily block the activities of an Airport, without risking anything ( CAP at night is useless)

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Post #: 238
RE: WitP Wish List -Night Bombing - 1/26/2005 4:44:58 PM   
castor troy


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From: Austria
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Yes CAP at night is totally useless. AI is attacking me with about 20 B17 and my 50 + nightfighters are only able to damage few of them and never - NEVER - shoot one down. In return the 20 B17 are destroying 10+ ACs on the field when coming in at 15.000 feet at night!!!!!

< Message edited by castor troy -- 1/26/2005 3:45:07 PM >

(in reply to Gen.Hoepner)
Post #: 239
RE: WitP Wish List -Night Bombing - 1/26/2005 5:37:46 PM   
Gen.Hoepner


Posts: 3645
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From: italy
Status: offline
quote:

ORIGINAL: castor troy

Yes CAP at night is totally useless. AI is attacking me with about 20 B17 and my 50 + nightfighters are only able to damage few of them and never - NEVER - shoot one down. In return the 20 B17 are destroying 10+ ACs on the field when coming in at 15.000 feet at night!!!!!


I understand the inability for planes without any radars to detect and succesfully attack enemy bombers at night. What i do not understand is the operational losses Ratio, which is ridiculous and the AA night fire, which is even worse!
This feature must be reworked because the allies ( more than japan ) can win the air war without even experience the daylight bombing, which is both unhistorical and game-unbalancing

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Post #: 240
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