ORIGINAL: larryfulkerson
That's one way of looking at this problem. Another way of looking at it is that this one example shows a problem with TOAW IV that needs to be fixed so that ANY scenario that has too many to be shown can show more of them. It's a bug not a feature. Once this problem is fixed it probably won't show up again since it takes so many arty tubes to present this problem.
Exactly. This wouldn't be a problem if the planner would be able to accommodate all the available units from the outset. As I see it there's two solutions to this:
1. The Combat Planner is changed to allow scrolling/pagination of the artillery part. In addition it could fit five columns instead of just three.
Caveat: Of course, this could also mean some mad mapper thinks it's a good idea to have 9999 arty units, promptly crashing the game when the planner is opened [:'(]
2. The Combat Planner is changed to consider several things to choose what units to display:
- Supply.
- Movement points used.
- Cooperation status (colours).
- Proximity to the battle.
Populating the list (from the top down), from these criteria would ensure the most likely to use units are always available in the list.
Now I think the list is either populated in order of OOB. It *may* also look like the game considers remaining movement, but places the most likely units last, resulting in them dropping outside the view...