2.* Wishlist Thread

John Tiller's Campaign Series exemplifies tactical war-gaming at its finest by bringing you the entire collection of TalonSoft's award-winning campaign series. Containing TalonSoft's West Front, East Front, and Rising Sun platoon-level combat series, as well as all of the official add-ons and expansion packs, the Matrix Edition allows players to dictate the events of World War II from the tumultuous beginning to its climatic conclusion. We are working together with original programmer John Tiller to bring you this updated edition.

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carll11
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RE: 2.* Wishlist

Post by carll11 »

the ability to build bunkers etc. IN game....
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Big Ivan
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RE: 2.* Wishlist

Post by Big Ivan »

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

Post by fritzfarlig »

to build a bunker during a battle that last 6-7 hours seems unrealistic
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Jafele
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RE: 2.* Wishlist

Post by 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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MrRoadrunner
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RE: 2.* Wishlist

Post by MrRoadrunner »

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?

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carll11
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RE: 2.* Wishlist

Post by carll11 »

agreed, but I do generally play scenarios with 150, 200 turns.

Construction eng.'s only, 25 turn build time *shrugs*
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carll11
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RE: 2.* Wishlist

Post by carll11 »

agreed. eng's demolition option.
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RE: 2.* Wishlist

Post by scottintacoma »

A bunker in 2.5 hours, it takes probably at least 8 hours if not more.
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carll11
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RE: 2.* Wishlist

Post by carll11 »

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.
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RE: 2.* Wishlist

Post by berto »

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.
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).
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RE: 2.* Wishlist

Post by Crossroads »

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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RE: 2.* Wishlist

Post by MrRoadrunner »

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
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carll11
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RE: 2.* Wishlist

Post by carll11 »

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!!
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carll11
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RE: 2.* Wishlist

Post by carll11 »

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.
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RE: 2.* Wishlist

Post by Jason Petho »

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.
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carll11
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RE: 2.* Wishlist

Post by carll11 »

and presto!!

thx. So they have to be in an IP hex, then ctrl D and they dig a trench....boffo, thx Jason.
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MrRoadrunner
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RE: 2.* Wishlist

Post by MrRoadrunner »

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
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Deepstuff3725
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RE: 2.* Wishlist

Post by Deepstuff3725 »

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
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Crossroads
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RE: 2.* Wishlist

Post by Crossroads »

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.
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RE: 2.* Wishlist

Post by berto »

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.
No, currently not available. Very well could be in future though.
As for an air strike only being available for certain turns per scenario designer specification, that is a neat idea.
We have plans to implement this sort of thing in a general sort of way.



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