2.* Wishlist Thread
Moderators: Jason Petho, Peter Fisla, asiaticus, dogovich
RE: 2.* Wishlist
the ability to build bunkers etc. IN game....
RE: 2.* Wishlist
ORIGINAL: carl11
the ability to build bunkers etc. IN game....
How about the ability to destroy them too!
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- fritzfarlig
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RE: 2.* Wishlist
to build a bunker during a battle that last 6-7 hours seems unrealistic
RE: 2.* Wishlist
I always play with hex contours enabled. However when I exit the game and enter again the option is disabled. Would be great to let it by default as you wish.
Las batallas contra las mujeres son las únicas que se ganan huyendo.
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Cuando el necio oye la verdad se carcajea, porque si no lo hiciera la verdad no sería la verdad.
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NAPOLEÓN BONAPARTE
Cuando el necio oye la verdad se carcajea, porque si no lo hiciera la verdad no sería la verdad.
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- MrRoadrunner
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RE: 2.* Wishlist
Yes, within a six minute per turn time scale it would be an unreasonable/unrealistic function. Unless of course it was used in a scenario with hundreds of turns. And, the creation of the bunker did not rely on a die roll, that could actually have it built in six minutes. Good bye realism?
RR
RR
“The object of life is not to be on the side of the majority, but to escape finding oneself in the ranks of the insane.”
― Marcus Aurelius, Meditations
― Marcus Aurelius, Meditations
RE: 2.* Wishlist
agreed, but I do generally play scenarios with 150, 200 turns.
Construction eng.'s only, 25 turn build time *shrugs*
Construction eng.'s only, 25 turn build time *shrugs*
RE: 2.* Wishlist
agreed. eng's demolition option.
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RE: 2.* Wishlist
A bunker in 2.5 hours, it takes probably at least 8 hours if not more.
RE: 2.* Wishlist
fine, make it 3 hours, its a Game;)
and with the appropriate equipment,it can be done in less than that, say 4 hours, dig, logs, sandbags.
and with the appropriate equipment,it can be done in less than that, say 4 hours, dig, logs, sandbags.
RE: 2.* Wishlist
This has been done in CS: Middle East. It will be implemented also in any future (unbundled, stand-alone) WF, EF & RS (and any other future CS games).ORIGINAL: Jafele
I always play with hex contours enabled. However when I exit the game and enter again the option is disabled. Would be great to let it by default as you wish.
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- Crossroads
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RE: 2.* Wishlist
ORIGINAL: carl11
fine, make it 3 hours, its a Game;)
and with the appropriate equipment,it can be done in less than that, say 4 hours, dig, logs, sandbags.
In case you or anyone else is not aware of this: Construction Engineers already with JTCS can create Trench systems. Trenches are not Bunkers of course, but they are much better than IPs.
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CS: Vietnam 1948-1967 < v2.00.03 Remastered Edition (May 20, 2025)
CS: Middle East 1948-1985 < v3.00.03 Remastered Edition (May 20, 2025)
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CS: Vietnam 1948-1967 < v2.00.03 Remastered Edition (May 20, 2025)
CS: Middle East 1948-1985 < v3.00.03 Remastered Edition (May 20, 2025)
- MrRoadrunner
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RE: 2.* Wishlist
ORIGINAL: carl11
fine, make it 3 hours, its a Game;)
and with the appropriate equipment,it can be done in less than that, say 4 hours, dig, logs, sandbags.
I agree with Scott.
3 hours is not enough time for the benefit of the bunker. What do you think an improved position is?
It's a game? True.
It is also a game that has a game scale.
That has been true but seems whittled away by the ideas of those who do not want game scale.
RR
“The object of life is not to be on the side of the majority, but to escape finding oneself in the ranks of the insane.”
― Marcus Aurelius, Meditations
― Marcus Aurelius, Meditations
RE: 2.* Wishlist
Yup, I understand that trenches give a bigger def. bonus, BUT I didn't know construct. engs could build trenches. I could swear theres a blurb that says IP's are the only IN Game improvements that can be made, but I won't quibble. Are the commands on how to make them build trenches captured somewhere? Thx!!
RE: 2.* Wishlist
then, lets make it a round 30 turns....hell, if you can see ahead that many and build them in a place that matters you should get a bonus...lol.
But in all seriousness, if its not something you would use fine, maybe I would...I am playing a 175 tn game right now and, I'd like the opportunity to try.
But in all seriousness, if its not something you would use fine, maybe I would...I am playing a 175 tn game right now and, I'd like the opportunity to try.
- Jason Petho
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RE: 2.* Wishlist
ORIGINAL: carl11
Yup, I understand that trenches give a bigger def. bonus, BUT I didn't know construct. engs could build trenches. I could swear theres a blurb that says IP's are the only IN Game improvements that can be made, but I won't quibble. Are the commands on how to make them build trenches captured somewhere? Thx!!
5.18.4 Building Trenches
Construction Engineer units can be used to build improved hexes. The procedure is the same used by any unit that “digs in.” Once the digging starts, there is a 20-30% chance each turn for completing the attempt. In addition, if a Construction Engineer or Bulldozer unit begins its turn in an Improved Position hex, it can be ordered to dig a trench line. The procedure is the same as before; order the unit to Dig In but start on an improved hex. There is a 10% chance of success each turn. Construction Engineers and Bulldozers cannot be used to clear mines, destroy barriers/walls, or blow up bridges.
RE: 2.* Wishlist
and presto!!
thx. So they have to be in an IP hex, then ctrl D and they dig a trench....boffo, thx Jason.
thx. So they have to be in an IP hex, then ctrl D and they dig a trench....boffo, thx Jason.
- MrRoadrunner
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RE: 2.* Wishlist
ORIGINAL: carl11
then, lets make it a round 30 turns....hell, if you can see ahead that many and build them in a place that matters you should get a bonus...lol.
But in all seriousness, if its not something you would use fine, maybe I would...I am playing a 175 tn game right now and, I'd like the opportunity to try.
I understand your desire. I just do not see it as something that should infect the game.
But, who knows what the dev team will let happen?
RR
“The object of life is not to be on the side of the majority, but to escape finding oneself in the ranks of the insane.”
― Marcus Aurelius, Meditations
― Marcus Aurelius, Meditations
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RE: 2.* Wishlist
With air attacks, could there be a way in the future to make these only available during certain turns of a scenario? And also have a probability setting of being available, as with reinforcements?
For example, a scenario could have 3 Stuka attacks available for use, but they are only accessible during turns 5-9 of a 18 turn battle. Probability of arrival could be set for 25%, so they are not likely, or set to a higher percentage for more chance they will be there during the scenario.
Thanks
For example, a scenario could have 3 Stuka attacks available for use, but they are only accessible during turns 5-9 of a 18 turn battle. Probability of arrival could be set for 25%, so they are not likely, or set to a higher percentage for more chance they will be there during the scenario.
Thanks
- Crossroads
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RE: 2.* Wishlist
Hello deepstuff,
I believe the chance an air strike would take place is already further determined by an Adaptive AI setting, besides the regular roll of dice for it taking place. I'll double check this later.
As for an air strike only being available for certain turns per scenario designer specification, that is a neat idea.
I believe the chance an air strike would take place is already further determined by an Adaptive AI setting, besides the regular roll of dice for it taking place. I'll double check this later.
As for an air strike only being available for certain turns per scenario designer specification, that is a neat idea.
Visit us at: Campaign Series Legion
---
CS: Vietnam 1948-1967 < v2.00.03 Remastered Edition (May 20, 2025)
CS: Middle East 1948-1985 < v3.00.03 Remastered Edition (May 20, 2025)
---
CS: Vietnam 1948-1967 < v2.00.03 Remastered Edition (May 20, 2025)
CS: Middle East 1948-1985 < v3.00.03 Remastered Edition (May 20, 2025)
RE: 2.* Wishlist
No, currently not available. Very well could be in future though.ORIGINAL: Crossroads
I believe the chance an air strike would take place is already further determined by an Adaptive AI setting, besides the regular roll of dice for it taking place. I'll double check this later.
We have plans to implement this sort of thing in a general sort of way.As for an air strike only being available for certain turns per scenario designer specification, that is a neat idea.

In the new game(s) of course.
[;)]
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