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RE: Wish List
Posted: Wed Nov 28, 2007 3:51 pm
by TPM
ORIGINAL: PDiFolco
Really I don't want to have the game stray away from its focus, making me play Factory Tactics and transform my oil into gasoline, plastic or Coke [X(], nor Accountant Tactics and have to browse through my Ledger to distribute ammo, furniture, tin cans, or condoms [:D]
The current "generic" supply/logistics system is brilliant and very playable, keep it as it is. [:'(]
Totally agree with this...PLAYABILITY is the key here. There are already great games out there that model this if you're into it; as the other poster said, HoI or Vicky.
RE: Wish List
Posted: Wed Nov 28, 2007 5:24 pm
by rickier65
I'd like to be able to use something less than 1 day for the turn length. I know the time increment shouldnt be allowed to get too smal, since we dont have LOS modeled (and I'm not requesting that), but I think we could model engagements at (3-4 turns per day) 6-8 hours per turn.
I think the evnt engine is already robust enough for a good scenario designer to at least partly model nite effects, if this became an issue. but perhaps not.
I did try entering a fraction (.5) entry for the Turn but that didn't work. In any event, this might be worth considering.
Thanks - Rick
RE: Wish List
Posted: Wed Nov 28, 2007 7:44 pm
by tweber
If you are making a scenario less than a day, you could do this with events. You could have a variable called 'time of day' and increment it every x hours each turn. You then drop the alternate turn system. At the start of a turn, you may have a message event that tells you the time. You can use the weather color event to lighten or darken the screen based on the hour. You could also use events to do different things to units depending on the time (e.g., Wesnoth). Send me a note if there is something specific you would like to do and I can maybe point you in the right direction.
RE: Wish List
Posted: Wed Nov 28, 2007 8:20 pm
by rickier65
ORIGINAL: tweber
If you are making a scenario less than a day, you could do this with events. You could have a variable called 'time of day' and increment it every x hours each turn. You then drop the alternate turn system. At the start of a turn, you may have a message event that tells you the time. You can use the weather color event to lighten or darken the screen based on the hour. You could also use events to do different things to units depending on the time (e.g., Wesnoth). Send me a note if there is something specific you would like to do and I can maybe point you in the right direction.
Very good -- the more I see what the editor can do, the more I appreciate this game.
Rick
RE: Wish List
Posted: Thu Nov 29, 2007 5:19 pm
by rickier65
I sure hope Vic watches the "wish list thread" (even though it's a lot to get through).
My latest wish is to have the ability in the editor to assign a unit to HQ in an Event. It dould even be another arugument to the ExecAddUnit function. But it should be possible to assign to a unit that is not yet on the map.
Right now I find it necessary to bring my headquarters on-map at same time, or before I bring on any units. I can live with it, but I'd rather have them assigned to their proper HQ's to start with.
Thanks
Rick
RE: Wish List
Posted: Fri Nov 30, 2007 4:20 pm
by dazoline II
In the editor when browsing for images after an image is already associated with that button, start the dialog window off at the directory the image is in instead of the root directory of graphics.
RE: Wish List
Posted: Mon Dec 03, 2007 8:41 pm
by Rik81
Hot Keys: I know Vic is using "N" for New Unit, but I wish it were used for the more common Next Unit, where it would jump you to the next one of your units you have not yet considered for that turn. I find it hard, on a big map, to be sure I've consider all of my units (translation: I'm lazy!).
RE: Wish List
Posted: Mon Dec 03, 2007 9:01 pm
by Vic
Of course i am reading the requests.
However i can already say not all will be implemented in the next v1.1.
Some will though.

RE: Wish List
Posted: Mon Dec 03, 2007 11:03 pm
by dazoline II
The ability like the Combat Sim option to take a look at the AI's side after a turn. Would help in seeing how the Ai reacts in an ongoing fashion.
RE: Wish List
Posted: Tue Dec 04, 2007 12:16 am
by beserko
My mouse finger hurts! This is such a click fest. [/align]How about Grey things out that you can't do? How bout a next unit key? How about planes that do a patrol (like the old EMPIRE game) (automatically!) And how about long distance moves for units![/align]
RE: Wish List
Posted: Tue Dec 04, 2007 1:49 am
by dazoline II
The Editor:
When editing a people can we have a way to set the RegimeCol# back to -1.
RE: Wish List
Posted: Wed Dec 05, 2007 11:56 am
by hazxan
How about retaining the state of the Statistics forms after you go back to the map.
For example, at the end of my turn, I use the OOB screen to check that there aren't some units I've not moved. I go through my armies, find one at AP100, then go to that unit and move it, so far so good. Then when I go back to OOB, I have to start all over again. I think the Statistics set of forms should always be displayed in the state you left it. And (as a software dev myself) I'd assume this isn't too difficult to implement.....
One more teeny tiny thing - please search for "dammage" and replace with "damage" throughout. [8D]
RE: Wish List
Posted: Fri Dec 07, 2007 9:32 am
by emcgman
I also would like to see Banquets idea implemented as an option.
Not trying to turn it into a TOAW or anything, but it would be very cool to have the option of a frontline framework already established.
RE: Wish List
Posted: Fri Dec 07, 2007 3:04 pm
by Smirfy
Are there any plans to make an assault gun unit, a infantry gun on tracks
RE: Wish List
Posted: Fri Dec 07, 2007 3:30 pm
by seille
ORIGINAL: Smirfy
Are there any plans to make an assault gun unit, a infantry gun on tracks
Asked for long time ago, but it´s probably not easy to model the difference to a tank.
The assault guns has been a universal weapon. They supported the infantry but has been good
destroying tanks, too.
So at least for Germany that gun would be a tracked infantry gun with some attributes of AT gun or
tank destroyer.
Still would like to see it myself.
RE: Wish List
Posted: Fri Dec 07, 2007 6:02 pm
by Rik81
Some one has bound to have suggested this in 5 pages, but just in case: I would like to see "Oilers" added to the Naval mix so that ships could be refueled at sea, instead of always having to find a port. 2nd item: A nice edition would be Minesweepers/Layers.
RE: Wish List
Posted: Fri Dec 07, 2007 7:14 pm
by Westheim
Yeah, I miss mines, these cute little guys, too. Would give engineers an additional battlefield once all hexes are stuffed with roads and locations.
RE: Wish List
Posted: Fri Dec 07, 2007 7:29 pm
by seille
ORIGINAL: Rik81
A nice edition would be Minesweepers/Layers.
Hehe, can you remember Vic ? Long time ago...
I´m with you here Rik81 !!
That would be great indeed !!
RE: Wish List
Posted: Fri Dec 07, 2007 9:14 pm
by IRONCROM
ORIGINAL: Rik81
Some one has bound to have suggested this in 5 pages, but just in case: I would like to see "Oilers" added to the Naval mix so that ships could be refueled at sea, instead of always having to find a port. 2nd item: A nice edition would be Minesweepers/Layers.
Rik81,
If you have an HQ stationed at a port with subformations of cargo ships in it, then all you have to do is transfer supplies out of your HQ to any fleets you may have at sea.
The more cargo ships you have the more supplies you can tranfer...make sur this HQ is getting plenty of supplies or you'll not have any to tranfer.
I very rarely ever send my ship to port.
RE: Wish List
Posted: Fri Dec 07, 2007 9:33 pm
by Ande
I dont think mines model very well on this level, atleast not on land. I consider mines to be a part of the entrenchment modifer. maby it could be useful at sea to block off supplyroutes and defend certain ports