Patch 1.1 requests

Gary Grigsby's World At War gives you the chance to really run a world war. History is yours to write and things may turn out differently. The Western Allies may be conquered by Germany, or Japan may defeat China. With you at the controls, leading the fates of nations and alliances. Take command in this dynamic turn-based game and test strategies that long-past generals and world leaders could only dream of. Now anything is possible in this new strategic offering from Matrix Games and 2 by 3 Games.

Moderators: Joel Billings, JanSorensen

color
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RE: Patch 1.1 requests

Post by color »

ORIGINAL: Pocus
ORIGINAL: SeaMonkey

One more. I want to be able to research "speed" for my infantry so that it can use extended movement, ie. motorize, and keep up with my armor.

Well come to think of it, why not artillery and AA too.

I mean there were self-propelled varieties of each.

dunno, one can consider that armored units embed already infantries, and that the infantries you have are of the footed sort.

Yes, that is the philosophy behind the tank units, they have their intrinsic motorized or mechanized infantry. Don't forget the units represents corps/armies.
The Infantry units represent normal foot infantry.

As for self propelled variants of artillery and AA, I would not consider them to have been produced in significant enough numbers to merit that all ART/AA could be self-propelled in the game. The bulk of the equipment was still towed during the war.
PDiFolco
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RE: Patch 1.1 requests

Post by PDiFolco »

ORIGINAL: Joel Billings

ORIGINAL: solops

After a couple of hours of play I must say that 2x3 and Matrix have a good and interesting product. I ran into two things almost immediately that I would like to see modified:

1. The Neutrals color is too close to the same as Germany's. I'd like to see more color differentiation between ALL of the countries.

Glad you like the game. You can modify the color yourself by going into the art.txt file in the dat directory. The next to the last few lines in the file have the colors for the different players (including neutral). You can play around with these colors by just changing the values and saving the file. You probably need some kind of art program (I used Adobe Photoshop Elements) to get the color values for what you want. Maybe an artist out there help you. I see there are two numbers in the file for each player. IIRC the first is the normal color and the second is the frozen color. Be sure to rename the original file so you still have it in case you want to go back to it. Also, leave the ,0 and ,1 at the end of the two UN lines as one is for British and the other is for US colors.

If someone could just post some couple colors codes that gives better contrast it'll help us non-comp artists [&o] ...
Thx
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solops
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RE: Patch 1.1 requests

Post by solops »

I would desperately like to have a button in the menu bar of the game that opens the manual in a new, sizeable window with a stay-on-top option. I have wanted this in every game I play for years. Especially if you could add notes and clarifications as the game was patched.
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
SeaMonkey
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RE: Patch 1.1 requests

Post by SeaMonkey »

Gentlemen,

Believe me I had those preliminary thoughts of the embedded motorized formations also as well as the limitations of the self-propelled elements. Remember I am an avid enthusiast of SC...the same scale.

You see there is a limitation factor involved in WaW, and that is supply and manufacturing output. Also how many people, as the Axis would be able to afford motorization, as it was IRL. The Allied formations for the most part were all motorized, at least the UK and USA forces, because they had the supplies and manufacturing level to accomplish it. But even then sometimes they were hampered by the supply situation.

What I'm suggesting is just another variable to accomplish the endless replay value of different strategies for the players to examine. After all this was a feature that was actually viable for WW2 combatants.
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TheHellPatrol
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RE: Patch 1.1 requests

Post by TheHellPatrol »

I would like to see a way to mark/shade the areas you are done with in regards to movement and/or battle. I find it annoying to plan a multi-front invasion without inadvertantly forgetting an air asset etc.
A man is rich in proportion to the number of things he can afford to let alone.
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Awac835
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RE: Patch 1.1 requests

Post by Awac835 »

Great game

1)
BUT FOR HEAVENS SAKE quit the mouse tapping frenzy. When i move supply i have the option to move 1 or all. either make Ctrl move in stacks of 5 or make it so i can hold down the mouse button!!!!!!! This is so typical in matrixgames that it makes me sick at times. I now own 7 of your games and it pretty much the same in all of them, to few hotkeys and interface interactivity is a bit on the poor side.

2)
Get rid of that last combat report, instead give us a overall report for all combat last turn. With sections so we can see who lost what, ofcurse still with respect to the FOW.
I hate not being able to see how many transport ships i lost.

3)
Make it so i don't have to press U then C then U again, give me the abillity to see how much supply is in a area while im still able to see the amount of units and rail.

4)
Give me a button in the production screen to set the rest for supply.
You can already do this to some extend in the research screen where it show how much you have left and can then allocate acordingly, but with no choice as to where you produce the research.
Its ok that we have to build supply but make it a bit easier.

5)
In the production screen let me use the arrowkeys on my keyboard to scroll the countrys, and the areas in the countrys. and when on the map let me so the map scroll with the arrowkeys to. You where able to do this back in the days of Dune II and now we write 2005.
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willgamer
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RE: Patch 1.1 requests

Post by willgamer »

Great game

1)
BUT FOR HEAVENS SAKE quit the mouse tapping frenzy. When i move supply i have the option to move 1 or all. either make Ctrl move in stacks of 5 or make it so i can hold down the mouse button!!!!!!! This is so typical in matrixgames that it makes me sick at times. I now own 7 of your games and it pretty much the same in all of them, to few hotkeys and interface interactivity is a bit on the poor side.

2)
Get rid of that last combat report, instead give us a overall report for all combat last turn. With sections so we can see who lost what, ofcurse still with respect to the FOW.
I hate not being able to see how many transport ships i lost.

3)
Make it so i don't have to press U then C then U again, give me the abillity to see how much supply is in a area while im still able to see the amount of units and rail.

4)
Give me a button in the production screen to set the rest for supply.
You can already do this to some extend in the research screen where it show how much you have left and can then allocate acordingly, but with no choice as to where you produce the research.
Its ok that we have to build supply but make it a bit easier.

5)
In the production screen let me use the arrowkeys on my keyboard to scroll the countrys, and the areas in the countrys. and when on the map let me so the map scroll with the arrowkeys to. You where able to do this back in the days of Dune II and now we write 2005.

Mega Dittos!!!
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solops
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RE: Patch 1.1 requests

Post by solops »

How about being able to set different sides at different "Hardness" levels? I'm at my office and cannot remember the set-up screen, but in planning my next game that would be a nice option.
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
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Barthheart
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RE: Patch 1.1 requests

Post by Barthheart »

ORIGINAL: solops

How about being able to set different sides at different "Hardness" levels? I'm at my office and cannot remember the set-up screen, but in planning my next game that would be a nice option.


That's easy and already there. You can manually change the supply bonus, transport bonus and combat modifier in the game pref. screen for each country regardless of the difficulty setting.[:)]
Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"
solops
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RE: Patch 1.1 requests

Post by solops »

ORIGINAL: Barthheart

ORIGINAL: solops

How about being able to set different sides at different "Hardness" levels? I'm at my office and cannot remember the set-up screen, but in planning my next game that would be a nice option.


That's easy and already there. You can manually change the supply bonus, transport bonus and combat modifier in the game pref. screen for each country regardless of the difficulty setting.[:)]

OK, that is what the "Hardness" selector does too, right? I remember now that each side in one of the preferences screens has some supply and transport options. That would allow customised handicapping.
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
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Barthheart
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RE: Patch 1.1 requests

Post by Barthheart »

Yep. In the screen below I've circled the things I mentioned above. The General Difficulty will set all the AI country to the same. But you can go to each little box and manually change the numbers. You can do this in a PBEM game as well.

Image
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Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"
NomDeGuerre
Posts: 10
Joined: Fri Apr 01, 2005 1:47 pm

RE: Patch 1.1 requests

Post by NomDeGuerre »

how about some sort of user-friendly scenario editor (know it isn't likely but folks like me have a hard time hunting and pecking through text files).

Also, some sort of console mode (which may exist already) and some cheat codes! :)
sturmer25
Posts: 5
Joined: Tue Apr 05, 2005 7:54 pm

RE: Patch 1.1 requests

Post by sturmer25 »

Game needs TCIP. I play with fellow wargamers on my 3 pcs games like Steel Panthers WAW, Strategic Command, Combat Mission etc.

The fact that is lacking amazes me....

Stormy
QBeam
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RE: Patch 1.1 requests

Post by QBeam »

Fourthed...easily the most valuable and simplest improvement they can do, other than putting the surprise rule back in.
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daniel123
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RE: Patch 1.1 requests

Post by daniel123 »

it would be nice that at the end of your turn a menu would show the total number of losses you and your enemy suffered for the last turn and a history the total losses you and your enemys have suffered for the game.

a solution to the germany/japan against the ussr would be to let the usa to have access to the sea lanes from the west coast to usa terr. in the pacific. this would make it harder for japan to conquer the pacific, since the usa player could move reinforcement to bases in hawiia, guam and philp. islands.

a increase in usa building would also be good.
SamF7
Posts: 2
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RE: Patch 1.1 requests

Post by SamF7 »

It would be REALLY handy to have "Spacebar":
* Close any open dialog box
* Exit the combat screen
* Similar functions.

Like others, the combat animations are Fun...but only every once in awhile. If a simple tap of the spacebar would end combat (and then close the "resolution box" that would be VERY handy.

SamF7
CommC
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RE: Patch 1.1 requests

Post by CommC »

On the region screen, where it shows a table of regions showing factory, resources etc for each power, it would be nice to have totals down at the bottom of each column, or some summary table that shows the factories, resources, population, etc for each side or any selected group of regions.
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willgamer
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RE: Patch 1.1 requests

Post by willgamer »

A toggle or key press for the region popup option to avoid having to return to the options screen for this info.
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traemyn
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RE: Patch 1.1 requests

Post by traemyn »

It would be REALLY handy to have "Spacebar":
* Close any open dialog box
* Exit the combat screen
* Similar functions.

Like others, the combat animations are Fun...but only every once in awhile. If a simple tap of the spacebar would end combat (and then close the "resolution box" that would be VERY handy.

SamF7


I believe the ESC key does all this, but it would be nice to be able to remap it if you have short arms [:D]
SamF7
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RE: Patch 1.1 requests

Post by SamF7 »

Hey, I'll take an <ESC>, anything to not have to wheel my mouse up and down a dozen times a turn.

Me thinks that keyboard remapping is probably doable in a file somewhere.....hope springs eternal.

Thanks for the <ESC> info (heh...I would have SWEARED I tried this....).

Sam
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