ORIGINAL: rhinobones
Obviously you fully understand the effect that I would like to create, and you certainly are more knowledgeable of the engine's inner mechanics, so I will defer to your position.
My thanks.
Moderators: ralphtricky, JAMiAM
ORIGINAL: rhinobones
Obviously you fully understand the effect that I would like to create, and you certainly are more knowledgeable of the engine's inner mechanics, so I will defer to your position.
ORIGINAL: TheBloodyBucket
I think the whole ruins thing should be a scenario designer's issue...I was bemused to find the Americans in Grenada reducing cities to ruins, something that I think they would try and avoid.
I suspect that most people wouldn't use it, it's too limited.ORIGINAL: larryfulkerson
So um.........hey Ralph, et. al. : how difficult would it be to institute keyboard macros in T3?
Ok, how about every battle of every operation of every campaign of every war in the history of Planet Earth – is that enough examples? In all those battles both sides were fully sentient beings consciously in control of their movements 24-7. No battle was ever fought using IGOUGO rules. IGOUGO is an abstraction.ORIGINAL: Industrial
Early turn endings don't even come close to simulate anything even remotely realistic, and certainly have nothing to do with making IGOYOUGO more WEGO.
The 'away with early turn endings' faction provided more than enough _examples_ where early turn endings totally ruined a turn and leed to very unrealistic results. I think it's time the pro-early-turn-endig faction finally steps down from their high chair and instead of only monotonly repeating that early turn endings are good, should finally state some examples from history (take the last 100 years, you should find some examples there... if there are any) where a situation reesembling a TOAW early-turn-ending actually happened.
Oh, and while you are at if, try to explain why early turn endings should only hit the attacker, because that's what they do, a defender who simply arranges his lines and than dig in will never be hit by early turn endings. If early turn endings simulate stuff going wrong, than you are saying murphys law can only happen to the attacker ?? *hollow laughter*
ORIGINAL: TheBloodyBucket
Is it possible to tie VPs to destruction of city hexes? .....
ORIGINAL: murx
But besieged pockets (sometimes 10 hex behind the front and more) sometimes offer hard (turn-burn) resistance, sometimes they just full in one tactical round - so it's a too hard penalty trying to either fight this at the start and then move the units closer to the front if besieged unit quickly surrendered - with a chance to lose the turn completely - or start the siege combat at the end of turn and completely forfeit the chance to move those units towards the front.
Another problem is - how do I find my planned attacks? A nice highlight of places with combats would be nice (or even better a list of planned combats with their individual starting round)
ORIGINAL: TheBloodyBucket
Is it possible to tie VPs to destruction of city hexes?
ORIGINAL: Erik Nygaard
One simple thing, I'd like to be able to use group movement for ships.
I've designed a couple of scenarios with a lot of individual ships and its a chore moving them one at a time.
Also group movement allows escorts to move with seatransports.
Another simple (?) addition, allow most infantry-type unit icons to be allowed movement between airbases.
The units should ideally not divide when entering the new aribase.
Currently you have to fudge with using glider/para symbols to allow pure airtransport of units.
Thanks
Erik
ORIGINAL: golden delicious
ORIGINAL: Erik Nygaard
Another simple (?) addition, allow most infantry-type unit icons to be allowed movement between airbases.
The designer needs to have a lot of control over this. Some armies (i.e. the Germans) used this a lot more than others.
ORIGINAL: ralphtrick
So, is this place going to be a ghost town for a little bit followed by being extremely busy, or just extremely busy as the designers get their CDs?ORIGINAL: rhinobones
As is, I received my disk today and have other immediate needs to satisfy.
Ralph
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ORIGINAL: TheBloodyBucket
Is it possible to tie VPs to destruction of city hexes? I'd think that the desire to avoid "collateral damage" vs. the need to win military victory would be an interesting dynamic, not to mention being very simulative of the problems that most military planners face.
..mmm, don't you mean ie the French in Indochine, where in toaw terms every infantry , and quite a few lt recon, units should use glider icons
ORIGINAL: Captain Cruft
Apologies if all this has been mentioned before.
Scrolling issues:
1) The main map and the mini map do not synchronise when scrolling. The mini map should ALWAYS show where you are on the main map. This is the main bugbear.
2) It would be much easier if scrolling the main map was done at the edge of the screen, not the edge of the map. That's how every other game I've ever played works.
3) On the mini map the "edge boundary" for triggering scrolling is far too thin. It feels like you have to position the cursor on the exact pixel sometimes to get it to move.

ORIGINAL: Captain Cruft
Apologies if all this has been mentioned before.
Scrolling issues:
1) The main map and the mini map do not synchronise when scrolling. The mini map should ALWAYS show where you are on the main map. This is the main bugbear.
ORIGINAL: mantill
ORIGINAL: Captain Cruft
Apologies if all this has been mentioned before.
Scrolling issues:
1) The main map and the mini map do not synchronise when scrolling. The mini map should ALWAYS show where you are on the main map. This is the main bugbear.
2) It would be much easier if scrolling the main map was done at the edge of the screen, not the edge of the map. That's how every other game I've ever played works.
3) On the mini map the "edge boundary" for triggering scrolling is far too thin. It feels like you have to position the cursor on the exact pixel sometimes to get it to move.
I was just about to post this myself. In large scenarios, like FitE, it is cumbersome to have to scroll around the micromap all the time. If the micromap centred on the current main map location you could navigate from one side of the map to the other in only a few clicks.
An alternative would be to be able to call up a micromap which covered the entire main map and then you could click any location as required.