Suggestions

This exciting new release is a faithful adaptation of the renowned Conflict of Heroes board game that won the Origins Historical Game of the Year, Charles Roberts Wargame of the Year and the James F. Dunnigan Design Elegance Award, as well as many others!

Designed and developed in cooperation with Uwe Eickert, the original designer of Conflict of Heroes, and Western Civlization Software, the award-winning computer wargame studio, no effort has been spared to bring the outstanding Conflict of Heroes gameplay to the computer. Conflict of Heroes includes an AI opponent as well as full multiplayer support with an integrated forum and game lobby. To remain true to the core gameplay of the board game, the PC version is designed to be fun, fast and easy to play, though hard to master. The game design is also historically accurate and teaches and rewards platoon and company-level combined arms tactics without overwhelming the player with rules.

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robc04_1
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RE: Suggestions

Post by robc04_1 »

ORIGINAL: Erik Rutins

ORIGINAL: robc04
- If you can't attack a unit due to LOS and lack of AP, display both messages at top of screen (or give priority to lack of LOS). Is is annoying to add AP or use a free action card and still not be able to attack.

When you have the unit selected, the LOS overlay shows you whether you can see the target and the AP cost to fire in the unit stats tells you how many APs you will need to be able to fire. Is there something else going on that's making this confusing?

Regards,

- Erik

My bad I think. I have been playing the game a bit to much and I think my mind is starting to melt. You guys created a very enjoyable game. Other than a few UI improvements and some hallucinations on my part this game gets a lot right. I haven't noticed more than a couple moves from the AI that I really questioned. I'm not a history / war buff, just a strategy game fan so if tactical battle fans give the game a try I think they would like it (as long as they are ok with a more abstract system and don't need modeling weapon systems ala Combat Mission).

The multiplayer lobby was pretty slow to connect, but I rarely play multiplayer so it won't affect me much. Once I was it it was ok.
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Blind Sniper
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RE: Suggestions

Post by Blind Sniper »

- the more I play the more I wish I could check LOS from any hex.

Maybe because I'm an ASL player but I really don't want that [:)]
- If you can't attack a unit due to LOS and lack of AP, display both messages at top of screen (or give priority to lack of LOS). Is is annoying to add AP or use a free action card and still not be able to attack.

For me this is a real FOW (speaking about LOS not AP), only when you reach the postion you can know if the LOS is clear, before you can only guess.
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Donegal
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RE: Suggestions

Post by Donegal »

Some suggestion for the interface:

For AP classic:
-I would know easily the enemy unit is activated and the enemy units already spent
-Center the camera in the enemy unit when it's moving or firing
-Adding CAPS to initiative rolls
-I want to be able to deselect a unit (when you want to check LOS unit but not to activate it actually) without losing all APS!
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Angiel
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RE: Suggestions

Post by Angiel »

COH I loved it, very funny.
One only suggestion to improve the AI​​. [&o]

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Erik Rutins
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RE: Suggestions

Post by Erik Rutins »

ORIGINAL: Donegal
-Center the camera in the enemy unit when it's moving or firing

This should already happen by default, if you have the camera panning preference set to moves and attacks.
-I want to be able to deselect a unit (when you want to check LOS unit but not to activate it actually) without losing all APS!

This is fine with the default Persistent APs option, but with the non-Persistent APs option we'll have to do some more work to make things like that possible.

Regards,

- Erik

Erik Rutins
CEO, Matrix Games LLC


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ericbabe
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RE: Suggestions

Post by ericbabe »

The camera doesn't *center* on an attacking/moving unit that is already within its viewing frustum, so I think the request to center the camera on such a unit is a slightly different request than the current behavior, which is to center on such a unit only if it is outside the frustum.
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Jim D Burns
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RE: Suggestions

Post by Jim D Burns »

ORIGINAL: robc04
Exactly, but I think if you are allow to move to a hex, you should be allowed to pivot towards it.

If you move the mouse pointer two or more hexes away from your selected unit and right click, it pivots/changes facing of the selected unit without moving to a new hex. I think it costs 1 AP, not sure if this is ever modified by anything. You'll see a smaller than normal move plot arrow in an adjacent hex which lets you know which hexside the unit is going to turn to face.

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robc04_1
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RE: Suggestions

Post by robc04_1 »

ORIGINAL: Jim D Burns
ORIGINAL: robc04
Exactly, but I think if you are allow to move to a hex, you should be allowed to pivot towards it.

If you move the mouse pointer two or more hexes away from your selected unit and right click, it pivots/changes facing of the selected unit without moving to a new hex. I think it costs 1 AP, not sure if this is ever modified by anything. You'll see a smaller than normal move plot arrow in an adjacent hex which lets you know which hexside the unit is going to turn to face.

Jim

Thanks for the help, but I mean you should be able to pivot as your bonus move with a tank or wheeled vehicle. After all you can move to that hex as the bonus move, so you should also be able to pivot to it.
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