ATG: Wishlist thread
Moderator: Vic
- Falkon1313
- Posts: 34
- Joined: Sun Mar 22, 2009 7:26 pm
RE: ATG: Wishlist thread
One small request:
At the top of the screen, where we have [stockpile +/-usage production] for PPs, Oil, and Raw - could we also have one for Supplies?
The stats screen is good for getting more detailed info, but overall totals in the top bar would be nice.
At the top of the screen, where we have [stockpile +/-usage production] for PPs, Oil, and Raw - could we also have one for Supplies?
The stats screen is good for getting more detailed info, but overall totals in the top bar would be nice.
RE: ATG: Wishlist thread
Hi Guys,
I think having some more race/people specific units would really add some flavour to the game e.g. German panzergrenadiers which could have a bonus when fighting with tanks or maybe British LRDPG units that could ghost through front lines to fight in the rear-areas and get a bonus in desert terrain.
I'd also like to see 'basic' infantry rifle/smg reinforcements (only) being able to move to new parent units from HQ without Landcap penalties. It's frustrating when I build basic infantry reinforcements (which are more than capable of walking) but can't get them the units in that round. A round in this game is about a month?? Let them walk, infantry LOVE walking, it's their favourite
Also, may we please have some minefields?? Tank traps?? Barbed wire?? Snipers?? Anti-tank ditches??
It would be cool if we could research tactics for our units to use e.g. Rommel's 'Sword and Shield' where he used his tanks to lure enemy tanks onto his entrenched anti-tank guns, yum..
And only having 4 production slots in a city is a bit constrictive. I'd much prefer 6 or 8 slots.
Cheers
I think having some more race/people specific units would really add some flavour to the game e.g. German panzergrenadiers which could have a bonus when fighting with tanks or maybe British LRDPG units that could ghost through front lines to fight in the rear-areas and get a bonus in desert terrain.
I'd also like to see 'basic' infantry rifle/smg reinforcements (only) being able to move to new parent units from HQ without Landcap penalties. It's frustrating when I build basic infantry reinforcements (which are more than capable of walking) but can't get them the units in that round. A round in this game is about a month?? Let them walk, infantry LOVE walking, it's their favourite

Also, may we please have some minefields?? Tank traps?? Barbed wire?? Snipers?? Anti-tank ditches??
It would be cool if we could research tactics for our units to use e.g. Rommel's 'Sword and Shield' where he used his tanks to lure enemy tanks onto his entrenched anti-tank guns, yum..
And only having 4 production slots in a city is a bit constrictive. I'd much prefer 6 or 8 slots.
Cheers
- Falkon1313
- Posts: 34
- Joined: Sun Mar 22, 2009 7:26 pm
RE: ATG: Wishlist thread
ORIGINAL: billd
I'd also like to see 'basic' infantry rifle/smg reinforcements (only) being able to move to new parent units from HQ without Landcap penalties. It's frustrating when I build basic infantry reinforcements (which are more than capable of walking) but can't get them the units in that round. A round in this game is about a month?? Let them walk, infantry LOVE walking, it's their favourite![]()
I've noticed that if they're close enough, they will transfer using 'own power'. That's only a few hexes for rifle/smg (the distance a newly-created unit could march, I think - dependent on terrain). But your units also get bonuses from having their HQ that close.
RE: ATG: Wishlist thread
On thing that i think would really improve the modability and interface of the game would be to have customizable buttons whose function could be determined in the editor
The system of using actioncards for player selections is good. But when it starts to become a lot of different actioncards and selections this system start to become clumsy.
You could have 3-5 buttons, invisible as default and onjly visible as a result of changing a rulewar. Each button could have an option for a small sprite and be connected to a series of game/regimevars and/or alernativly trigger an event when pressed.
I think this would greatly enhance modding and interface of the game. If you want to play an actioncard say 100 times during a game then you might as well just make a button for it.
Or if there is another way to improve player modable selections that would be great. The multiselection message is one way, but it has its limitations.
Screenshot shows buttons,

The system of using actioncards for player selections is good. But when it starts to become a lot of different actioncards and selections this system start to become clumsy.
You could have 3-5 buttons, invisible as default and onjly visible as a result of changing a rulewar. Each button could have an option for a small sprite and be connected to a series of game/regimevars and/or alernativly trigger an event when pressed.
I think this would greatly enhance modding and interface of the game. If you want to play an actioncard say 100 times during a game then you might as well just make a button for it.
Or if there is another way to improve player modable selections that would be great. The multiselection message is one way, but it has its limitations.
Screenshot shows buttons,

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RE: ATG: Wishlist thread
ORIGINAL: Jafele
1-I wish produced units were placed in the same city or factory that they are made. If you have a HQ in that hex, then you could transport it in the same way and cost than transfer units. It´s really odd to have a factory in a far island and for the next turn the unit produced appear in a distant and unconnected continent because you´ve assigned a distant HQ to the factory.
By setting rulevar 312 active towns can only deliver production to HQs on their own hex. However the AI will not cope with setting this rule. For hardcore PBEM games it might suffice though.
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RE: ATG: Wishlist thread
A couple of ideas
- An exec that sets +/- AP-cost modifier temporarily on a hex not a landscapetype but a hex. Could be used for simulating weather more realisticly for example.
- A way to disable and or change morale effects in combat, specificly there is no way to disable morale increases or make them happen faster or slower in combat beoyond the base morale (at least not that i know of).
- An Air-intercept for ground combat. Letting bombers help on the defensive against an ground attack during the enemies round. This could make the game much more interactive and realistic.
- A setting that let different peoples have different HQ symbols.
- Disabling letting different people exist in the same unit and a check that checks which people a unit is.
- An exec that sets +/- AP-cost modifier temporarily on a hex not a landscapetype but a hex. Could be used for simulating weather more realisticly for example.
- A way to disable and or change morale effects in combat, specificly there is no way to disable morale increases or make them happen faster or slower in combat beoyond the base morale (at least not that i know of).
- An Air-intercept for ground combat. Letting bombers help on the defensive against an ground attack during the enemies round. This could make the game much more interactive and realistic.
- A setting that let different peoples have different HQ symbols.
- Disabling letting different people exist in the same unit and a check that checks which people a unit is.
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- Strategiusz
- Posts: 247
- Joined: Sat Sep 13, 2008 10:46 am
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RE: ATG: Wishlist thread
I have an idea how to improve the interface a little.
1. you have selected a HQ
2. pressed T button
3. selected a target hex
4. and here should be the new button "make a new unit (formation) under the current HQ"
1. you have selected a HQ
2. pressed T button
3. selected a target hex
4. and here should be the new button "make a new unit (formation) under the current HQ"
RE: ATG: Wishlist thread
A small thing to add. The gun and aircraft factories have their symbol types in reverse (i.e. a gun picture on the aircraft factory and vice versa). I assume it's an easy thing to fix?
RE: ATG: Wishlist thread
I'd like to see captured (non-same people) production expanded a little to include "non-combat" stuff like supplies and transportation. I'd also like to see small arms factories for infantry type production.
- JJKettunen
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RE: ATG: Wishlist thread
Hi,
Currently defending artillery can do counter battery fire with rulevar 142 active. Could there be another rulevar which would activate defending artillery in range to support a battle? Thanks.
Currently defending artillery can do counter battery fire with rulevar 142 active. Could there be another rulevar which would activate defending artillery in range to support a battle? Thanks.
Jyri Kettunen
The eternal privilege of those who never act themselves: to interrogate, be dissatisfied, find fault.
- A. Solzhenitsyn
The eternal privilege of those who never act themselves: to interrogate, be dissatisfied, find fault.
- A. Solzhenitsyn
- Strategiusz
- Posts: 247
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RE: ATG: Wishlist thread
And "tactical reserve" for land units [:D]
- JJKettunen
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RE: ATG: Wishlist thread
ORIGINAL: Madlok
And "tactical reserve" for land units [:D]
Not really needed. Artillery units in range supporting defenders is a basic boardgame rule.
Jyri Kettunen
The eternal privilege of those who never act themselves: to interrogate, be dissatisfied, find fault.
- A. Solzhenitsyn
The eternal privilege of those who never act themselves: to interrogate, be dissatisfied, find fault.
- A. Solzhenitsyn
RE: ATG: Wishlist thread
agree with below, and also like to see engineers being able to build supply depots and maybe have to put trucks or horses in to get supply out, also the ability for the depots to change hands when taken over and use supply for own use.
ORIGINAL: Rander
Hello.
I would like:
Engineers that can destroy railroads. If they can destroy factories, why not to destroy -or damage- railroads.[/color]
- Rebellions on the random games.
Bye!
Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe
"Be Yourself; Everyone else is already taken" ~Oscar Wilde
*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.
"Be Yourself; Everyone else is already taken" ~Oscar Wilde
*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.
RE: ATG: Wishlist thread
the ability to use more than one mod at a time, like i would like to be able to use the new graphic mod[looks great by the way, thank you]and the resource mod, with the random mod. they all seem to do different things, one map graphics, one supply system and one regime names and city names. Be nice if there was a system in place to load more than one mod and have it check for conflicts. Does ATG or can ATG be made to work with the jones mod enabler, i believe JSME is made to load and track multiple mods in one game.
budd
budd
Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe
"Be Yourself; Everyone else is already taken" ~Oscar Wilde
*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.
"Be Yourself; Everyone else is already taken" ~Oscar Wilde
*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.
- Strategiusz
- Posts: 247
- Joined: Sat Sep 13, 2008 10:46 am
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RE: ATG: Wishlist thread
Now I can build HQ and I don't worry about enemies who can grab my stocks. Do you want it to lose the possibility of storing?ORIGINAL: **budd**
agree with below, and also like to see engineers being able to build supply depots and maybe have to put trucks or horses in to get supply out, also the ability for the depots to change hands when taken over and use supply for own use.
RE: ATG: Wishlist thread
don't want anything with Hq's to change, and i guess you could do the same thing with HQ. I've been caught with immobile Hq's because of excessive supply weight. I do use some Hq's for line troops and others just for supply, but with a large force you have layer after layer of Hq's, thought if you could give out supply from a dump, might simplify things a bit, but maybe not. guess that is the hell that is logistics.
budd
budd
Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe
"Be Yourself; Everyone else is already taken" ~Oscar Wilde
*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.
"Be Yourself; Everyone else is already taken" ~Oscar Wilde
*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.
- JJKettunen
- Posts: 2289
- Joined: Tue Mar 12, 2002 6:00 pm
- Location: Finland
RE: ATG: Wishlist thread
ORIGINAL: Keke
Hi,
Currently defending artillery can do counter battery fire with rulevar 142 active. Could there be another rulevar which would activate defending artillery in range to support a battle? Thanks.
I'd like to add that it would work best if defending artillery would support battles with a half or one third of its ArtPow-value - Again according to common boardgame artillery rules.
Jyri Kettunen
The eternal privilege of those who never act themselves: to interrogate, be dissatisfied, find fault.
- A. Solzhenitsyn
The eternal privilege of those who never act themselves: to interrogate, be dissatisfied, find fault.
- A. Solzhenitsyn
RE: ATG: Wishlist thread
ORIGINAL: Keke
ORIGINAL: Keke
Hi,
Currently defending artillery can do counter battery fire with rulevar 142 active. Could there be another rulevar which would activate defending artillery in range to support a battle? Thanks.
I'd like to add that it would work best if defending artillery would support battles with a half or one third of its ArtPow-value - Again according to common boardgame artillery rules.
+1
- JJKettunen
- Posts: 2289
- Joined: Tue Mar 12, 2002 6:00 pm
- Location: Finland
RE: ATG: Wishlist thread
ORIGINAL: Josh
ORIGINAL: Keke
ORIGINAL: Keke
Hi,
Currently defending artillery can do counter battery fire with rulevar 142 active. Could there be another rulevar which would activate defending artillery in range to support a battle? Thanks.
I'd like to add that it would work best if defending artillery would support battles with a half or one third of its ArtPow-value - Again according to common boardgame artillery rules.
+1
A case in point: I'd like the red arty regiment (see screenshot) to be able to support two red rifle divisions in range (either or both), when the gray units attack on the first turn. Otherwise it is useless unless the frontline holds, which is very unlikely.

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Jyri Kettunen
The eternal privilege of those who never act themselves: to interrogate, be dissatisfied, find fault.
- A. Solzhenitsyn
The eternal privilege of those who never act themselves: to interrogate, be dissatisfied, find fault.
- A. Solzhenitsyn