Suggestions for next update
Moderator: Vic
RE: Suggestions for next update
@James,
What i do in that case when i play myself is go into full zoom mode and spread out the counters mode so no unit is hidden by stack counters.
best,
Vic
What i do in that case when i play myself is go into full zoom mode and spread out the counters mode so no unit is hidden by stack counters.
best,
Vic
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James Ward
- Posts: 1163
- Joined: Tue May 09, 2000 8:00 am
- Location: Baltimore, Maryland, USA
RE: Suggestions for next update
ORIGINAL: Vic
@James,
What i do in that case when i play myself is go into full zoom mode and spread out the counters mode so no unit is hidden by stack counters.
best,
Vic
I'll try that. My old eyes need all the help they can get.
RE: Suggestions for next update
ORIGINAL: James Ward
ORIGINAL: Vic
@James,
What i do in that case when i play myself is go into full zoom mode and spread out the counters mode so no unit is hidden by stack counters.
best,
Vic
I'll try that. My old eyes need all the help they can get.
Also what helps me with tired eyes is switching my monitor to a lower resolution before running DC.
best regards,
Vic
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- The Red Baron
- Posts: 167
- Joined: Fri Mar 23, 2007 6:40 pm
- Location: Adirondack Mtns, NY
RE: Suggestions for next update
Vic,
Is it possible for you to change the game mechanics so a leader can be cross-transferred from his current command to a different one? Say I want to move Budenny from command of the North Caucasus Front (NCF) to command of the Voronezh Front (VF) without first rotating him into the officer pool to make him available for re-assignment. Is this doable? I am looking for a more flexible way to shuffle my commanders without being limited solely to the choices offered by the officer pool.
Is it possible for you to change the game mechanics so a leader can be cross-transferred from his current command to a different one? Say I want to move Budenny from command of the North Caucasus Front (NCF) to command of the Voronezh Front (VF) without first rotating him into the officer pool to make him available for re-assignment. Is this doable? I am looking for a more flexible way to shuffle my commanders without being limited solely to the choices offered by the officer pool.
RE: Suggestions for next update
Fog of war: would it be possible to have in all the stats screen some kind of FOW? like +/- 20% on all numbers of the other side? or maybe even depending on troop type: air units +/- 50% (difficult to recon) tanks +/- 35% (most of them being not in the front line) and +/- 20% for front line units.
i find it quite a gama changer to exactly know the state of Oliviers airforce and tank force in our current game. it would make the game more realistic to not know this. it helps planning air strikes and not looking at statistics at all would be quite a hard houserule for me.
i find it quite a gama changer to exactly know the state of Oliviers airforce and tank force in our current game. it would make the game more realistic to not know this. it helps planning air strikes and not looking at statistics at all would be quite a hard houserule for me.
RE: Suggestions for next update
ORIGINAL: Keunert
Fog of war: would it be possible to have in all the stats screen some kind of FOW? like +/- 20% on all numbers of the other side? or maybe even depending on troop type: air units +/- 50% (difficult to recon) tanks +/- 35% (most of them being not in the front line) and +/- 20% for front line units.
i find it quite a gama changer to exactly know the state of Oliviers airforce and tank force in our current game. it would make the game more realistic to not know this. it helps planning air strikes and not looking at statistics at all would be quite a hard houserule for me.
I like your suggestion. I'll look into making this a variant.
best,
Vic
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RE: Suggestions for next update
supply / oil:
could there be a way to simulate fast advancing motorized units getting out of reach for supply networks? like an event based on advanced kilometres that reduces supply? or slower rail conversion?
weather: random historical weather: snow/rain/mud events scaled to months and event percentage based on the historical weather:
july mud 10%, snow 0%
september mud 30% snow 15%
small general: ios version
could there be a way to simulate fast advancing motorized units getting out of reach for supply networks? like an event based on advanced kilometres that reduces supply? or slower rail conversion?
weather: random historical weather: snow/rain/mud events scaled to months and event percentage based on the historical weather:
july mud 10%, snow 0%
september mud 30% snow 15%
small general: ios version
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James Ward
- Posts: 1163
- Joined: Tue May 09, 2000 8:00 am
- Location: Baltimore, Maryland, USA
RE: Suggestions for next update
^ I second the supply/oil suggestion. Part of the challenge should be how to keep up a rapid advance while keeping your fast moving units in supply. It doesn't seem to feel like that now.
RE: Suggestions for next update
Hello...
Maybe have an option in the prefrences tab to have a checkbox appering when we're about to move a unit out of FULL-supply range simular to what we get when're about to move an air-unit to a damaged city (giving us a confirm or abort option).
Something like...
"YOU ARE ABOUT TO MOVE TO A HEX 135 AP'S FROM YOUR SUPPLY SOURCE. RESUPPLY WILL BE LIMITED. CONFIRM YES/NO"
Maybe have an option in the prefrences tab to have a checkbox appering when we're about to move a unit out of FULL-supply range simular to what we get when're about to move an air-unit to a damaged city (giving us a confirm or abort option).
Something like...
"YOU ARE ABOUT TO MOVE TO A HEX 135 AP'S FROM YOUR SUPPLY SOURCE. RESUPPLY WILL BE LIMITED. CONFIRM YES/NO"
RE: Suggestions / requests
Hi, I have been playing this game for a while and I enjoy it quite a bit. There are a few things I think could be improved though.
1. Attaching units to a HQ currently reduces the command points (CP) of that HQ by 1 per unit. But you can still attach units if the HQ has 0 command points. I think attaching units should require the HQ to have a minimum number of command points needed, so you cannot attach at 0 CP.
2. On the subject of 1, I feel the CP penalty for assigning an entire Soviet infantry divisions (3 units)/tank corps (4 units) should be reduced by one, to 2 and 3 CP respectively. This would help the Soviets reorganize their army better and to better deploy their reserves. If the player wants to assign individual units instead of as a group, then the usual CP costs apply.
3. A HQ should not be allowed to play a card on a newly attached unit.
4. I feel when playing a card, the HQ should have at least 50 AP, and furthermore, after playing a card the commander cannot be reassigned for that turn.
5. Why does reassigning a Soviet unit also cost pp, but this is not the case for the Germans?
6. Reinforcement cards are extremely powerful, especially if you play it at the front, it comes with 100% readiness/AP. I think to make it more realistic, these cards should
I) require rail capacity equal to the strategic transfer value from STAVKA/OHK
II) all units deployed in this manner should have the same penalty as if it were railed in (0 AP/50% readiness)
III)the player chooses which HQ to attach the unit to; cannot attach to HQ with insufficient CP.
7. It would be interesting to tie the overall German supply levels to the number of VP they control. Historically the further the Germans advanced, the most serious their logistical issues, but in this game, as long as you control the roads/railways, supply is no problem. I think to simulate this, make it so that the more VP the German player controls, the less supply/oil he receives.
1. Attaching units to a HQ currently reduces the command points (CP) of that HQ by 1 per unit. But you can still attach units if the HQ has 0 command points. I think attaching units should require the HQ to have a minimum number of command points needed, so you cannot attach at 0 CP.
2. On the subject of 1, I feel the CP penalty for assigning an entire Soviet infantry divisions (3 units)/tank corps (4 units) should be reduced by one, to 2 and 3 CP respectively. This would help the Soviets reorganize their army better and to better deploy their reserves. If the player wants to assign individual units instead of as a group, then the usual CP costs apply.
3. A HQ should not be allowed to play a card on a newly attached unit.
4. I feel when playing a card, the HQ should have at least 50 AP, and furthermore, after playing a card the commander cannot be reassigned for that turn.
5. Why does reassigning a Soviet unit also cost pp, but this is not the case for the Germans?
6. Reinforcement cards are extremely powerful, especially if you play it at the front, it comes with 100% readiness/AP. I think to make it more realistic, these cards should
I) require rail capacity equal to the strategic transfer value from STAVKA/OHK
II) all units deployed in this manner should have the same penalty as if it were railed in (0 AP/50% readiness)
III)the player chooses which HQ to attach the unit to; cannot attach to HQ with insufficient CP.
7. It would be interesting to tie the overall German supply levels to the number of VP they control. Historically the further the Germans advanced, the most serious their logistical issues, but in this game, as long as you control the roads/railways, supply is no problem. I think to simulate this, make it so that the more VP the German player controls, the less supply/oil he receives.
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Gribeauval
- Posts: 242
- Joined: Sun Sep 06, 2009 5:33 am
RE: Suggestions / requests
Hi Vic, you have put additional informations in the errata document that comes with the new patches.
Could you explain in the next version of this document how is calculated the initial amount of APs of a unit ?
The manual describes the effect of command and control rule on the number of APs. But there seem to be other factors.
Thanks for your work.
Could you explain in the next version of this document how is calculated the initial amount of APs of a unit ?
The manual describes the effect of command and control rule on the number of APs. But there seem to be other factors.
Thanks for your work.
RE: Suggestions / requests
Also, maybe more detail in the manual on the supply/logistics system? I like how sophisticated and deep it is, but most of what I know I've learned from this forum, not the manual.
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Gribeauval
- Posts: 242
- Joined: Sun Sep 06, 2009 5:33 am
RE: Suggestions / requests
Could the Hardcore Supply rules be introduced in each scenario as a variant ? It would be easier than editing the scenario and changing the relevant rulevar.
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Gribeauval
- Posts: 242
- Joined: Sun Sep 06, 2009 5:33 am
RE: Suggestions / requests
There could be a confirmation box appearing when the player clicks on a strategic card : this would prevent any mistake.
RE: Suggestions for next update
ORIGINAL: Repsol
Hello...
Maybe have an option in the prefrences tab to have a checkbox appering when we're about to move a unit out of FULL-supply range simular to what we get when're about to move an air-unit to a damaged city (giving us a confirm or abort option).
Something like...
"YOU ARE ABOUT TO MOVE TO A HEX 135 AP'S FROM YOUR SUPPLY SOURCE. RESUPPLY WILL BE LIMITED. CONFIRM YES/NO"
that is a great idea to have as an option while one becomes familiar with the game mechanics
RE: Suggestions for next update
we really need an undo button; it is ridiculous to have a game changing crucial battle ruined as a result of a mistaken click
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James Ward
- Posts: 1163
- Joined: Tue May 09, 2000 8:00 am
- Location: Baltimore, Maryland, USA
RE: Suggestions for next update
^ +50. It is far to easy to make a mouse click mistake given the number of click you do in a turn.
RE: Suggestions for next update
The worse one for me was in my campaign as Germans against Isokron, I moved my engineer unit by mistake when he was supposed to be fixing a vital supply bridge. The only thing with undo is how it would cope with hidden units though, i.e. you move a unit which then discovers hidden enemy units through recon; you shouldnt be able to undo that move with what you have discovered - maybe leading to an attack by other units or withdrawing.
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James Ward
- Posts: 1163
- Joined: Tue May 09, 2000 8:00 am
- Location: Baltimore, Maryland, USA
RE: Suggestions for next update
^ Plenty of games allow an undo except when you discover something. It's shouldn't be that hard.



