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RE: wish list for patch

Posted: Mon Jul 12, 2004 12:08 pm
by ian77
ORIGINAL: Norseman

How about a screen showing list of the industrial sites and showing the percentage of the sites capacity being utilized.

Something to give us a warning if we don't have adequate resource, oil, etc.

I am not always certain everything is operating the way it's supposed to. We should have some good way to check this other than checking to see if the pool increased.

Also perhaps a column showing how much was recently added to the pool in the last turn.

Thanks

RE: wish list for patch

Posted: Mon Jul 12, 2004 1:31 pm
by dwesolick
Not sure if this is a bit much for the first patch, but it would be nice if the AI were coded to give air cover to transport tfs sent into enemy territory. If air cover is not available, perhaps the AI could be set to default to fast transport.

It's still a bit too easy to sink those transport tfs as is.

Not a wish, more of a bug

RE: wish list for patch

Posted: Mon Jul 12, 2004 8:56 pm
by neuromancer
ORIGINAL: Cmdrcain
ORIGINAL: Pappy

Matrix support for a SansSerif font that many of us have already switched to and boy are our tired old eyes happy we did. See thread in Support forum if you want to change.

YES! Moreso since its not that good to modify games by modifying a system wide used one, better, a way to choose in game options Sanseriff, one at present and Any OTHERS that would be workable in their game so one would have a choice even if its a limited choice, a third font might be good as sansseriff might not be best for some

I too want to throw my vote behind this!!!!

Very important!!! I haven't been able to bring myself to play at this point because I know the headaches that follow will not be worth it!

But from UV experience I will say waypoints would be nice, and a means of clicking through my task forces would also be nice. In UV I could sometimes lose TFs, in a game of this scale, yeep!

RE: Production Screen

Posted: Mon Jul 12, 2004 11:49 pm
by Mike Scholl
ORIGINAL: Captain Cruft

If we can't have a Grand Unified Production Screen then how about at least being able to see a summary of what a base produces in the tooltip? It would be so much quicker to "hover" than actually having to click on the base ...

You get this for enemy bases right now so hopefully it shouldn't be too difficult to implement.
Why can't we have a "grand unified production screen?" Coding it shouldn't effect any-
thing else in the game..., and it's what should have been there all along. Not only would
it be much easier for those playing now..., it would have been much easier for 2by3 to
construct. I still find it amazing that they didn't.

RE: Production Screen

Posted: Tue Jul 13, 2004 12:29 am
by freeboy
Why can't we have a "grand unified production screen?" Coding it shouldn't effect any-
thing else in the game..., and it's what should have been there all along. Not only would
it be much easier for those playing now..., it would have been much easier for 2by3 to
construct. I still find it amazing that they didn't.
Mike,

I can imagine changes modelled similarly to how the on/off is done with sub doctrine....
IE.. advance production of X.. or research y... adds variable of interrest and could be used by both sides without micromanagement

RE: Production Screen

Posted: Tue Jul 13, 2004 2:05 am
by Mr.Frag
Production is something you touch maybe once every couple of months tops ... if you are spending more time there then that, you are probably screwing up Japan's economy. [;)]

This is not a RTS where you micro manage production with changes every couple of seconds.

RE: wish list for patch

Posted: Tue Jul 13, 2004 3:27 am
by Cmdrcain
ORIGINAL: BoerWar

I'd like to see CV based bombers fixed so that no matter what orders they have they would default to attack an enemy CV if it was located within range. If they were planning to do an airfield/ground attack the torp bombers can attack with bombs in the first round. I am in a PBEM game as the Japanese. Op infield popped up and my genius bombers flew right on by 3 CV's in route to a suprise attack on PH despite that fact that the U.S. CV's were the real target.[:@] We conduct a suprise attack and the U.S. CV's get in the first licks. AAAArrrggghhh.


Umm.. That was a "midway" that occured on you, remember in real history, the japanese spotted the Us CV's but there was a delay while they were re-arming from bombs to AP and Torp loads, the japanese didn't simply take off and attack with non-armor piercing bombs (HE) but had to swap out so US Cv's caught them re-arming.

I'd say having to re-arm would be a must, Game is in 2 12 hr pulses a turn, a night and a day, You have 12 hrs to re-arm and refuel and re-launch and get to enemy carriers all in 12 hrs or Less?

Even if they could code a change in I'd want it to require planes return and re-arm for AP/Torp loads creating a delay

Again, I'd say you had a "midway" done on you.

RE: wish list for patch

Posted: Tue Jul 13, 2004 3:47 am
by Cmdrcain
Maybe Missing something but if not I think theres a Need for a "support" Mission.

Some ships not sure how to use to get the effects they
have like the AR, AS, etc ships... In port, Docked at Port, in the hex, or in a TF but then what type TF..

I tried putting a PBY squad at French Frigate Shoal, with a AV ship
there, but never mind theres an Seaplane Tender there, they sit there without any useable.

Now a PBY lands on water, an AV should be able refuel it and all, fact is AV's and other support ships should have a Support TF mission, where their special abilys come in play, seaplanes like Pbys should be able land even on a water hex ;-0)) Where an AV is..

Anyway a Support mission/TF which would enable the ships would make more sense, then DD's at a location could easy be supported by AVD's and AR's in a support TF would repair ships at sea in the hex (support could follow a TF with damaged ships)

Otherwise need clearer explained how Av, Ar, AVD, AGP etc can work in port and outside a port...

Stop Escorting Recon Missions!

Posted: Tue Jul 13, 2004 4:52 am
by pad152
Stop Escorting Recon Missions!

There is no reason to provide escort for recon planes!

Not a wish, more of a bug. I don't think they are really being esscorted. I think its a graphics problem.

RE: wish list for patch

Posted: Tue Jul 13, 2004 7:43 am
by SKORPIO
My request is more eye-candy than technical, so l don't hold out much hope, but here goes. Back when l used to play CAW, it really was exciting watching the planes fly to the target, attack it and then return to their flattops. During the absence of the a/c on the raid, the flattops would have to hang about awaiting their return, and many a time there was an enemy TF heading full speed ahead in their direction. What to do? Make a run for it and maybe lose the absent a/c, or hang on and risk losing the flattops. Well it definitely used to fill me with suspense but l'm no grognard, but l can live in hope.......

No can do

RE: Production Screen

Posted: Tue Jul 13, 2004 10:33 am
by Pascal_slith
ORIGINAL: Mr.Frag

Production is something you touch maybe once every couple of months tops ... if you are spending more time there then that, you are probably screwing up Japan's economy. [;)]

This is not a RTS where you micro manage production with changes every couple of seconds.

"Just-in-Time" is still about 45 years away.... [:D][:D]

RE: Production Screen

Posted: Tue Jul 13, 2004 10:51 am
by Captain Cruft
ORIGINAL: Mike Scholl
Why can't we have a "grand unified production screen?" Coding it shouldn't effect any-
thing else in the game..., and it's what should have been there all along. Not only would
it be much easier for those playing now..., it would have been much easier for 2by3 to
construct. I still find it amazing that they didn't.

Well I too would like such a thing, but I doubt it's going to happen now. Major development is over, small enhancements and bug fixes is the order of the day now methinks ...

RE: Production Screen

Posted: Tue Jul 13, 2004 2:40 pm
by strawbuk
Yes yes and yes to
1. form TF button in port screen
2. hot keys to move form TF to TF (may be different ones for 'all TFs' and another for 'all TFS except routine convoys'
3. single overview control screen for production (no downloading 4 modders xl sheets please, fine work though they will be I'm sure)
4. ETAs on TF screens - I am Supreme Commander, I have a STAFF to tell me things like that (sorry to boys who want to know what colour socks their top F4F ace is wearing)

Other
5. Seriously dudes - sailors get tired too. Or is sys damage stilll the best proxy for that?
5. Main map icons for TFs - anyone else like them? Could be bigger and look like a ship? Or are there some kind of standard TF role Natoised type icons around? One for you modders (can it be modded?) maybe once you have finshed painting the moustache on the pilot in the zero graphic. Ditto the bottom of screen button - yuk


NO to knowing how long a ship wil take to repair in a port. Think Scotty in Star Trek - It will take 48 hours but I can do it in 24. Repair yards are things of mystery to all but riveters and engineering mates. Leave it that way.

Drawing/tags on the screen? Nice but hey, work on paper like the rest of us slobs...

Fab game though.

I can't make out what improvments you would like to see. [&:]

RE: wish list for patch

Posted: Tue Jul 13, 2004 3:32 pm
by doktor1957
I do not know if this has been mentioned previously, and it is such a little thing, but, could the sound files be modified so that when a surface combatant uses an automatic weapon (such as .50 browning), we hear a machinegun, and not the sixteen inch shell?

Not a wish more like a bug

RE: wish list for patch

Posted: Tue Jul 13, 2004 6:38 pm
by Sonny
ORIGINAL: general billy

They have to fix the PBEM save files, at the moment its just WitP001.pws and WitP002.pws
WitP001.pws should read combat reply, or at least have the turn or date on it.

What I would like is to have the combat replay saved in the adjacent slot. That way when I play the next person in a PBEM game I don't overwrite the combat replay of the person I just finished playing. So the even numbered slots would be for the game file and the odd slots following would be for the replay.

Yes, I can move it myself etc. (if I remember) but it would sure be nice not to have to do that.

No can do

RE: wish list for patch

Posted: Tue Jul 13, 2004 7:26 pm
by Iron Duke
Hi

I'd like two additional buttons on the botom of the TF info screen 'return to Karachi' and 'return to Sidney'
to accompany the excisting 'return to San Francisco' button.

added to list

RE: wish list for patch

Posted: Tue Jul 13, 2004 9:57 pm
by siRkid
I'd like two additional buttons on the botom of the TF info screen 'return to Karachi' and 'return to Sidney'
to accompany the excisting 'return to San Francisco' button.

On the list

RE: wish list for patch

Posted: Tue Jul 13, 2004 11:35 pm
by dtravel
I also would like the hex co-ordinates in various screens to be "clickable", i.e. click on them and the map centers on that hex. Even if it is not feasible to do this, at least a manual "Go-To" command on the main screen that will center the map on whatever hex the player types in.

Related, a "find" function. Center the map on the base name that the player types in. Or at least re-center the map when the player clicks on the base name in the base listing.

RE: wish list for patch

Posted: Wed Jul 14, 2004 3:08 am
by Mike Scholl
Second this! And if it would also center the map on a TF you highhlight in the list
it would be nice.

RE: ASW patrol

Posted: Wed Jul 14, 2004 3:49 am
by Bodhi
OK, here's my list (probably all already covered):
  • Waypoint(s) for task forces
  • Easier to read font
  • Corrected/updated manual
  • Ability to filter the "All Bases" list by command - Added to list