ORIGINAL: Webizen
In v2.15 Vic added a new option: Cheap Research. Using that option it is possible to very quickly ramp up research. Still, I like your idea about an option with everything already researched.
ORIGINAL: Hollywood
1) Allow us to play with everything researched at the start of the game. I've NEVER played a game where V1 rockets were employed nor Super Hvy tanks etc. Give us a click box as an option to say "All Research Completed" and let us go from there. That can't be THAT (it's all relative) tough to implement
ATG: Wishlist thread
Moderator: Vic
-
Hollywood7
- Posts: 89
- Joined: Tue Dec 20, 2011 5:53 pm
RE: ATG: Wishlist thread
Thanks for quick thoughts. I like the Cheap Research option as well, so you play a fast-paced game of punch and counterpunch from a research standpoint. That plus Full Research option = +2
RE: ATG: Wishlist thread
+1 to all from Konrad_Novak suggestions, esp unit filters and templates
+1 for Hollywood suggestions, esp ALL technologies (ala Age of Kings, post-imperial), even fast rsearch is a dstraction from the basic enjoyment of just pounding it out
+1 to choosing cultures, sometimes one want to play specific 1 vs 1's to gain special unit proficieny without having to edit the entire game, make culture clickable, like human vs AI
+1 for more destrutive and repair abilities for engineers: destory roads, railroads, resources and constructs. It should be possible to completely destory a airfield or factory. It should be possible to repair cities and other damaged items, oil fields, factories, etc. Maybe upgrades to engineers
+1 to paratrooper upgrades, ala guerillas, more supply, less consuption, etc
+1 for prodcution by captured cities, perhaps after a delay and at reduced capacity, for instance, foreign PP's cost double homland PP's, fatories take a turn or two to "come around"
+1 for "capturing" equipment by surrounded troops, again not at 100%
New possibilties:
1. SCRAPPING obsolete material for some return, 25-50%, of their value, unneeded ships, aircraft, etc
2. Changing the speed of the F4 turn replay.
3. 0% casualty choice for dealying actions without substantial casalties
4. Better method of creating new units - perhaps picking the HQ first, then creating as many units as desired, too many clicks now to create units, especialy if you only have a single HQ
5. Give EVERYONE access to ALL technologies, perhaps at a higher cost than the native culture. I think this was a thread specifically regarding guerillas, but technology is always subject to theft
6. Reverse the supply line map process, show where the supply comes from based in the unit with a single click, NOT the HQ and then the unit
But let me close by saying I LOVE this game, and would (pre)pay for a major update if that's what it took to get many of the very good forum sugestions implemented. +1 to Hollywood for this idea.
+1 for Hollywood suggestions, esp ALL technologies (ala Age of Kings, post-imperial), even fast rsearch is a dstraction from the basic enjoyment of just pounding it out
+1 to choosing cultures, sometimes one want to play specific 1 vs 1's to gain special unit proficieny without having to edit the entire game, make culture clickable, like human vs AI
+1 for more destrutive and repair abilities for engineers: destory roads, railroads, resources and constructs. It should be possible to completely destory a airfield or factory. It should be possible to repair cities and other damaged items, oil fields, factories, etc. Maybe upgrades to engineers
+1 to paratrooper upgrades, ala guerillas, more supply, less consuption, etc
+1 for prodcution by captured cities, perhaps after a delay and at reduced capacity, for instance, foreign PP's cost double homland PP's, fatories take a turn or two to "come around"
+1 for "capturing" equipment by surrounded troops, again not at 100%
New possibilties:
1. SCRAPPING obsolete material for some return, 25-50%, of their value, unneeded ships, aircraft, etc
2. Changing the speed of the F4 turn replay.
3. 0% casualty choice for dealying actions without substantial casalties
4. Better method of creating new units - perhaps picking the HQ first, then creating as many units as desired, too many clicks now to create units, especialy if you only have a single HQ
5. Give EVERYONE access to ALL technologies, perhaps at a higher cost than the native culture. I think this was a thread specifically regarding guerillas, but technology is always subject to theft
6. Reverse the supply line map process, show where the supply comes from based in the unit with a single click, NOT the HQ and then the unit
But let me close by saying I LOVE this game, and would (pre)pay for a major update if that's what it took to get many of the very good forum sugestions implemented. +1 to Hollywood for this idea.
RE: ATG: Wishlist thread
[:)]Having re-re-read Konrad's suggestions, and having a few days between game turns, I have more interest in the "movement task" idea. For their other faults, FuldaGap and Panzer Command both did this, and its nice to know that a unit will end up where its supposed to, if nothing adverse happens. Of course if it runs into an emeny ZOC tough, that does work both ways.
Thoughts on Stagetic transfers:
1. Can the display be limited to the actual capcity of the move: No captured hexes, no movements beyond the capacity.
2. Could the display be EXTENDED to combine rail and truck movement. This would be nice to get reinforcements to those almost isolated locations, and to get engineers into the boonies to build the roads or airbases.
+1 to LIMITED engagements. I thought I saw it in this forum, but can't locate it now, but being able to limit artillery bombardment or air strikes to less than complete capacity, so a second attack could be performed would be a very desireable feature (at least to my game style), without having to make each gun or aircarft a separate unit.
+1 to airdropping other units, again at a reduced cost, or as upgraded units: Airborne engineers (II), Airborne AT or MG, ala carrier fighters. Perhaps, expendable "glider units" (with jeeps or other inf units) would be possbile for the MOD gurus. ( I am NOT one such).
Thoughts on Stagetic transfers:
1. Can the display be limited to the actual capcity of the move: No captured hexes, no movements beyond the capacity.
2. Could the display be EXTENDED to combine rail and truck movement. This would be nice to get reinforcements to those almost isolated locations, and to get engineers into the boonies to build the roads or airbases.
+1 to LIMITED engagements. I thought I saw it in this forum, but can't locate it now, but being able to limit artillery bombardment or air strikes to less than complete capacity, so a second attack could be performed would be a very desireable feature (at least to my game style), without having to make each gun or aircarft a separate unit.
+1 to airdropping other units, again at a reduced cost, or as upgraded units: Airborne engineers (II), Airborne AT or MG, ala carrier fighters. Perhaps, expendable "glider units" (with jeeps or other inf units) would be possbile for the MOD gurus. ( I am NOT one such).
RE: ATG: Wishlist thread
You can make any unit air portable with the editor. of course you better check the weight or change the capacity of your transports.
Favoritism is alive and well here.
-
Hollywood7
- Posts: 89
- Joined: Tue Dec 20, 2011 5:53 pm
RE: ATG: Wishlist thread
I like the idea of more teeth in the airborne albeit with costlier lift and/or unit cost: MG and/or AT/bazookas capable airborne (upgrades via PP):
- implementation method: Purchase new unit type with PP research: Paratrooper Hvy Weapons Research (which then gives you access to purchase Paratrooper MGs and Bazookas and AT Guns / Mortars. Give them a cost +50% of standard units of same type and we are off to the races with heavier Paratrooper units
)
Also, the idea of combat engineers as an upgrade. Any reason why not?
- implementation method: Purchase new unit type Combat Engineers with PP research: Give them SMG combat capabilities to go along with Engy abilities.
- implementation method: Purchase new unit type with PP research: Paratrooper Hvy Weapons Research (which then gives you access to purchase Paratrooper MGs and Bazookas and AT Guns / Mortars. Give them a cost +50% of standard units of same type and we are off to the races with heavier Paratrooper units
Also, the idea of combat engineers as an upgrade. Any reason why not?
- implementation method: Purchase new unit type Combat Engineers with PP research: Give them SMG combat capabilities to go along with Engy abilities.
RE: ATG: Wishlist thread
[&:] Guess I can become a mod hack to fill my time now that I'm out of a job. What's the best link to get started writing/modding the mods and engine rules? There seem to be a few tutoalials for specifics, but are there any favorites out there?
thanks
thanks
RE: ATG: Wishlist thread
First of all I am reading all feedback in this thread. And making notes.
Second: I am planning for an eventual (backwards compatible) ATP or AT2 game, but at the moment it is scheduled after DC3 and my new mystery title. Dont expect much more then bug fixes for ATP the coming year. So if there ever has been a time for modding, without being afraid a new version of the game will make your mod obsolete, its now.
Best,
Vic
Second: I am planning for an eventual (backwards compatible) ATP or AT2 game, but at the moment it is scheduled after DC3 and my new mystery title. Dont expect much more then bug fixes for ATP the coming year. So if there ever has been a time for modding, without being afraid a new version of the game will make your mod obsolete, its now.
Best,
Vic
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
-
Konrad_Novak
- Posts: 18
- Joined: Wed Mar 20, 2013 5:33 am
RE: ATG: Wishlist thread
Vic, firstly, thanks for listening and supporting the AT series over the years. I think it's one of the most historically realistic operational-strategic wargame out there (from a psychological POV, not from the technical).
Secondly, please let me emphasize the need of hotkeys for frequently used actions (especially transfers!). Sadly, almost noone supported their implementation, though it's one of the most important game-facilitators. I think the hotkeys will be much more easier to implement than, say, templates, and it will cut logistical routine AT LEAST in half. It's a great interface improvement, and I'm quite sure that users will be using it all the time. Mouse should be used for selecting units, and the keyboard for actions.
All in all, if I had to prioritize my wishlist, I'd put hotkeys before anything else.
Secondly, please let me emphasize the need of hotkeys for frequently used actions (especially transfers!). Sadly, almost noone supported their implementation, though it's one of the most important game-facilitators. I think the hotkeys will be much more easier to implement than, say, templates, and it will cut logistical routine AT LEAST in half. It's a great interface improvement, and I'm quite sure that users will be using it all the time. Mouse should be used for selecting units, and the keyboard for actions.
All in all, if I had to prioritize my wishlist, I'd put hotkeys before anything else.
-
Hollywood7
- Posts: 89
- Joined: Tue Dec 20, 2011 5:53 pm
RE: ATG: Wishlist thread
Hopes thrashed for 2.2 in short-term! LOL! Keep up good work.
ORIGINAL: Vic
First of all I am reading all feedback in this thread. And making notes.
Second: I am planning for an eventual (backwards compatible) ATP or AT2 game, but at the moment it is scheduled after DC3 and my new mystery title. Dont expect much more then bug fixes for ATP the coming year. So if there ever has been a time for modding, without being afraid a new version of the game will make your mod obsolete, its now.
Best,
Vic
-
Konrad_Novak
- Posts: 18
- Joined: Wed Mar 20, 2013 5:33 am
RE: ATG: Wishlist thread
Let's go on.
- "List of all officers", where you can inspect them (especially their staff allowance versus real staff and zoom to the one you're interested in. In large map it becomes difficult to manage dozens of the officers effectively. Especially when you can't find one without clicking spree. I'm currently playing in 2.14 (I don't upgrade to 2.15 in fear of corrupting the saves)- maybe the list is already in the game
- All 4 levels of command in OOB. I don't know why, but the lowest level of command is not visible.
- Ability to recall the production screen which you see in the beginning of the turn.
I'm talking about this one:

- "Move all units in hex" button. Usually I try to place all units of one HQ in one hex (if the HQ is small enough) before in deploys in combat formation. It's easier to manage this way.
- Ability to send fighter escort on air drop\air supply missions. I'm not sure that I've read it in this thread. If it's already posted then I apologize.
- "List of all officers", where you can inspect them (especially their staff allowance versus real staff and zoom to the one you're interested in. In large map it becomes difficult to manage dozens of the officers effectively. Especially when you can't find one without clicking spree. I'm currently playing in 2.14 (I don't upgrade to 2.15 in fear of corrupting the saves)- maybe the list is already in the game
- All 4 levels of command in OOB. I don't know why, but the lowest level of command is not visible.
- Ability to recall the production screen which you see in the beginning of the turn.
I'm talking about this one:

- "Move all units in hex" button. Usually I try to place all units of one HQ in one hex (if the HQ is small enough) before in deploys in combat formation. It's easier to manage this way.
- Ability to send fighter escort on air drop\air supply missions. I'm not sure that I've read it in this thread. If it's already posted then I apologize.
RE: ATG: Wishlist thread
To Konrads points, being able to see the detailed casuality breakdown AFTER your opponents turn in the TOTALS report would be nice.
Fighter escort isn't automatic like interception, but they can be made part of the formation doing the airdrop or transport, and will engage any interceptoring fighters. Of course, that acts as a mission (AP's, fuel, etc) for them, so they're no longer at full range.
Fighter escort isn't automatic like interception, but they can be made part of the formation doing the airdrop or transport, and will engage any interceptoring fighters. Of course, that acts as a mission (AP's, fuel, etc) for them, so they're no longer at full range.
-
Hollywood7
- Posts: 89
- Joined: Tue Dec 20, 2011 5:53 pm
RE: ATG: Wishlist thread
I'd like to see Officer's cards come fast and/or are attended more easily. In the multiplayer games I've played since the release, neither side has yet had a chance to play an Officer card as most games are decided in the first 12-15 turns, so either:
a) hardcode faster attainment or
b) provide option to select faster attainment.
Thanks.
a) hardcode faster attainment or
b) provide option to select faster attainment.
Thanks.
- CSO_Talorgan
- Posts: 808
- Joined: Sat Mar 10, 2007 5:53 pm
RE: ATG: Wishlist thread
I just want to agree with almost everything Konrad_Novak says.
RE: ATG: Wishlist thread
While trying to build my mod I ran into a few things that would make life easier. I'll probably add more later.
1. I couldn't find something for this in the rulevars, so for random games, if HQs are part of the setup, how about making units subordinate to the closest HQ, and all the HQs subordinate to Supreme. Instead, the set up does something complicated that makes a mess of the OOB. It is complicated to fix in either the editor or after the game starts. By this I mean, I set up the random games to include an HQ in the start up cities, and found the units to be subordinate all over the place. It would be simple in this case to just have the units subordinate to the HQ in the hex. But, to be safe it might be wise to make it closest. of course, this should only apply to random games and not historical scenarios.
2. Along the lines of 1. above, in the editor, it would be better if the readiness penalty wasn't applied when changing HQs.
3. In the editor. I found the most time consuming task of making a mod is to properly set all the graphics overrides. This is complicated because you have to click the '+' button for each terrain you need to override. Consequently, you spend a really long time going through each terrain and adding all the new ones it should override. If at all possible, I beg you to add the ability to check a box or something so that you can set all the override terrains in the same operation. By this I mean, once you click the '+' button, the dialog opens, but next to each terrain is a box you can check or uncheck by each terrain to set it true or false. If this is too hard, how about a set all 'true' button. Currently, it is much easier to take terrains off the override list than it is to put them on. Another alternative would be a master matrix that you could set though a box or an loaded excel spreadsheet or something.
4. I didn't see this, but would it be possible to define an SFT that has more morale than the base for the regime, say 10%. I was thinking of this as an option for paratroopers, and possibly marines (below). One thing that sets them apart, aside from jumping out of perfectly functioning airplanes, is generally better training and esprit de corps. One way to to reflect this would be higher morale. Instead, I wound up giving them 5% more hit points.
5. Instead of making the amphibious assault penalty a global rulevar, can it be put into the SFT definition. Thus, one could setup a tech and an SFT that would reflect special training for amphibious assaults, namely marines.
6. This a bit more difficult to do, but it could be useful to set up a terrain that would hex based, kind of like rivers. Two that come to mind are beaches and escarpments. The idea being that you could specify a particular area on the coast as a beach, and subject to amphibious assault, or a direction where there are cliffs, and thus more difficult to attack.
1. I couldn't find something for this in the rulevars, so for random games, if HQs are part of the setup, how about making units subordinate to the closest HQ, and all the HQs subordinate to Supreme. Instead, the set up does something complicated that makes a mess of the OOB. It is complicated to fix in either the editor or after the game starts. By this I mean, I set up the random games to include an HQ in the start up cities, and found the units to be subordinate all over the place. It would be simple in this case to just have the units subordinate to the HQ in the hex. But, to be safe it might be wise to make it closest. of course, this should only apply to random games and not historical scenarios.
2. Along the lines of 1. above, in the editor, it would be better if the readiness penalty wasn't applied when changing HQs.
3. In the editor. I found the most time consuming task of making a mod is to properly set all the graphics overrides. This is complicated because you have to click the '+' button for each terrain you need to override. Consequently, you spend a really long time going through each terrain and adding all the new ones it should override. If at all possible, I beg you to add the ability to check a box or something so that you can set all the override terrains in the same operation. By this I mean, once you click the '+' button, the dialog opens, but next to each terrain is a box you can check or uncheck by each terrain to set it true or false. If this is too hard, how about a set all 'true' button. Currently, it is much easier to take terrains off the override list than it is to put them on. Another alternative would be a master matrix that you could set though a box or an loaded excel spreadsheet or something.
4. I didn't see this, but would it be possible to define an SFT that has more morale than the base for the regime, say 10%. I was thinking of this as an option for paratroopers, and possibly marines (below). One thing that sets them apart, aside from jumping out of perfectly functioning airplanes, is generally better training and esprit de corps. One way to to reflect this would be higher morale. Instead, I wound up giving them 5% more hit points.
5. Instead of making the amphibious assault penalty a global rulevar, can it be put into the SFT definition. Thus, one could setup a tech and an SFT that would reflect special training for amphibious assaults, namely marines.
6. This a bit more difficult to do, but it could be useful to set up a terrain that would hex based, kind of like rivers. Two that come to mind are beaches and escarpments. The idea being that you could specify a particular area on the coast as a beach, and subject to amphibious assault, or a direction where there are cliffs, and thus more difficult to attack.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
- Strategiusz
- Posts: 247
- Joined: Sat Sep 13, 2008 10:46 am
- Location: Upper Silesia, Poland
- Contact:
RE: ATG: Wishlist thread
I think better idea is simple to write on paper. I was doing this in my last game. I was checking each HQ making notes what weapon they need. Then I was trying to produce these units in my cities and factories.ORIGINAL: ernieschwitz
I would like the ability to make a note to oneself in game, that comes the next turn.
People can message everyone, except themselves, would be nice to remind yourself sometimes of some things... this way.
If I would have to do my notes with the game engine it would be much more clicking. You can have access to your paper note without clicking and loosing temporary access to any thing in game.
RE: ATG: Wishlist thread
In case this wasn't said earlier: I wish for arrow keys and mouse scroll in editor (and in game also).
Especially going through all those SFT lines without arrow keys is time consuming.
Especially going through all those SFT lines without arrow keys is time consuming.
═══
There is no such thing as a historically accurate strategy game. Every game stops being accurate from the very first move player make. The first unit that moves ahistorically, first battle with non-historical results, means we ride into the unknown.
There is no such thing as a historically accurate strategy game. Every game stops being accurate from the very first move player make. The first unit that moves ahistorically, first battle with non-historical results, means we ride into the unknown.
RE: ATG: Wishlist thread
I would like to be able to preset the makeup of units whn creating them.I would like to be able to create specific kind of units and set it up so I dont have to tranfer indv type units whn filling a created unit.Say if I want to create a inf div it would auto fill it to my specified make up for tht type unit from specified HQ.Would save alot of clicking.
RE: ATG: Wishlist thread
Would be nice if 'Cheap Research' and 'High Prod Cost' could be moved to the post map creation item list as they have no bearing on the map creation routine that I can see.
Edit: and Stone Age.
Edit: and Stone Age.
Tac2i (formerly webizen)
RE: ATG: Wishlist thread
In SFT/unit tabel there is only 8 slots visible as TARGET GROUP (att/hp) and no possibility of using mouse/arrows to view more positions. I'd like to be able to browse through that table.
*click to view info on subformationtype
*combat stats
*right table (target group)
*click to view info on subformationtype
*combat stats
*right table (target group)
═══
There is no such thing as a historically accurate strategy game. Every game stops being accurate from the very first move player make. The first unit that moves ahistorically, first battle with non-historical results, means we ride into the unknown.
There is no such thing as a historically accurate strategy game. Every game stops being accurate from the very first move player make. The first unit that moves ahistorically, first battle with non-historical results, means we ride into the unknown.
RE: ATG: Wishlist thread
A button to save by default your favourite options in random maps (climate, world size, etc.).
Las batallas contra las mujeres son las únicas que se ganan huyendo.
NAPOLEÓN BONAPARTE
Cuando el necio oye la verdad se carcajea, porque si no lo hiciera la verdad no sería la verdad.
LAO TSE
NAPOLEÓN BONAPARTE
Cuando el necio oye la verdad se carcajea, porque si no lo hiciera la verdad no sería la verdad.
LAO TSE





