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RE: The Wish List
Posted: Sun Nov 03, 2013 4:03 pm
by budd
ORIGINAL: hafer
It would be nice to have an overview/review feature in the scenario selection screen:
How often did i played a scenario?
How many vicories/...?
Cheers
+1
RE: The Wish List
Posted: Sun Nov 03, 2013 4:09 pm
by CapnDarwin
You guys are knocking out a ton of great ideas. I'm going to get carpel tunnel just entering them into the features wish list.
RE: The Wish List
Posted: Sun Nov 03, 2013 5:56 pm
by battlerbritain
Great list guys.
Just got the game and one that I haven't seen on the list yet (may have missed it) is this one:
Have I set move orders for all units?
...Needed this one at the start of a scenario when I needed to plot moves for all units and missed a couple.
Cheers,
B
RE: The Wish List
Posted: Wed Nov 06, 2013 10:09 am
by Hexagon
I dont remember if somebody say this... but i think that editor needs a way to limit the map areas to fight, i think in games that have the option to create inpassable terrain if you want have the full map or even a sub-map tool to create maps with parts of the big maps.
I think in this because i try create a scen but i only want fight in a certain part of the map.
RE: The Wish List
Posted: Wed Nov 06, 2013 11:33 am
by 76mm
while we're talking about maps, being able to create (much) bigger maps would also be cool.
also, down the road, it might be cool to be able to dispense with watching the combat during each turn and instead look at the end-of-turn status on the map, which would show where your units were engaged (and killed), spotted enemy units, arty strikes, etc...in other words, instead of watching the turn play out real-time, we would see a "situation overlay" at the end of the turn showing what had happened last turn (or perhaps since the beginning of the scenario).
I would consider this approach more "realistic" in that real commanders would look at a map periodically to see what is going on, rather than watching his units pew-pew-pew the bad guys. But maybe kinda boring, dunno.
RE: The Wish List
Posted: Wed Nov 06, 2013 11:52 am
by CapnDarwin
76mm, you can make bigger maps. You just need to be careful not to get so big the game grounds to a halt.
Hexagon, that is a good idea. I'll put it on the features list.
RE: The Wish List
Posted: Wed Nov 06, 2013 12:41 pm
by Panta_slith
I concur with you and will something for the wish list, we had it in TacOps, the possibility of creating overlays where you can plot things like the playing area and make "chinagraph" anotations (prior to the game), military style.
RE: The Wish List
Posted: Wed Nov 06, 2013 1:25 pm
by CapnDarwin
Panta, Charles and I were discussing that exact thing last night in a call. Not a trivial addition. We also talked about a map art layer the scenario designer can mark up in a paint program and add in. Players could toggle this overlay on and off to see objectives and other info.
RE: The Wish List
Posted: Wed Nov 06, 2013 1:55 pm
by 22sec
ORIGINAL: Capn Darwin
76mm, you can make bigger maps. You just need to be careful not to get so big the game grounds to a halt.
Hexagon, that is a good idea. I'll put it on the features list.
I have loaded some large images into the map value editor. The frustrating thing is not having an understanding of what exactly the map value editor is looking for when it codes the hexes for visibility and mobility. I could knock out maps fairly quickly if I knew specifics about how the editor reads the image files. That's why I've been hoping for the Mod Guide or a reply to my post in the Mods section. I know y'all are busy, so I'm patiently waiting - except for this opportunity to try and get th information from you.[&o][:D]
RE: The Wish List
Posted: Wed Nov 06, 2013 2:25 pm
by CapnDarwin
21sec, I will answer your questions when I get home this afternoon. We have been busy with code for the 2.02 update and it has put me behind with the Modding Guides. Thanks for your patience. [&o]
RE: The Wish List
Posted: Wed Nov 06, 2013 5:30 pm
by 22sec
ORIGINAL: Capn Darwin
21sec, I will answer your questions when I get home this afternoon. We have been busy with code for the 2.02 update and it has put me behind with the Modding Guides. Thanks for your patience. [&o]
Well here's to both of our afternoons going by rather quickly.[:D]
RE: The Wish List
Posted: Thu Nov 07, 2013 3:33 pm
by Jafele
Hi guys, congratulations for this amazing game! [&o] This is the one I was searching for. Flashpoint Red Storm is only the beguining for a serie of future releases using its powerful engine.
About wishes... I would love a random map generator. Think it can be a good addition for a non-scripted AI. Can be cool for training and unexpected combat situations, not to mention many people non-addicted to historical scenarios would feel attracted to our game.
Thanks!
RE: The Wish List
Posted: Thu Nov 07, 2013 3:41 pm
by CapnDarwin
Jafele, are you looking for more maps (we have over 25 and more on the way) or a random battle maker system?
RE: The Wish List
Posted: Thu Nov 07, 2013 3:45 pm
by Jafele
I´m looking for a random battle maker system using random maps, some computer games use this system (ie Combat MissionX1 or Advanced Tactics Gold).
RE: The Wish List
Posted: Thu Nov 07, 2013 3:46 pm
by Hexagon
A pair ideas to the editor.
1-an option to "copy-paste" parts of the OOB, i find a little frustrating create again the same add-hoc formation when a simple "duplicate unit" solve this, the idea is if you have the "HQ 1st btl" you right click on the OOB and select "duplicate" and appear "HQ 2nd btl"... maybe the problem is in names... even if only duplicate the unit with generic names is enough.
2-to have easier edit units... is possible edit them in OOB??? i refer right click over the OOB name and here the edit optios for name, values...
And a little question about IA... i am working in a scen, i want that AI when play with one of the sides do it only defensive, not moving all the time units and missing the dug-in bonus... maybe is possible for units add something like fix units but with a time limit??? i explain better, i think in assignate the "defend" order to an unit with a time limit (lets see 60 minutes) when the unit has this try dont move from initial position, defend until enemy force it retreat or when other units in the formation retreat.
Now is hard create scens where you want the defenders be fixed in certain map positions.
Thanks.
RE: The Wish List
Posted: Thu Nov 07, 2013 4:10 pm
by wodin
Hexagon the AI doesn't work well in defense yet..they are aware of it.
RE: The Wish List
Posted: Thu Nov 07, 2013 4:13 pm
by Hexagon
I notice it... when you try create a more "static" fight AI works as mentos in a coca-cola pool [:D]
Game is more orientated to elastic defense or meetings but well, is a question of set this scens as human VS human or human as defender.
RE: The Wish List
Posted: Thu Nov 07, 2013 4:45 pm
by CapnDarwin
Hexagon,
1. You can get to the units info and settings in the scenario editor by right clicking and selecting the edit unit val ues option at the top of the menu.
2. In that menu, you can select to make a unit inactive. This will fix the unit in place and it will not move until engaged. That should help your defensive setup.
RE: The Wish List
Posted: Thu Nov 07, 2013 5:26 pm
by Hexagon
Yes, i notice this, i use it to edit the off-map arty for example but i refer to edit directly in the OOB tree to minimize the number of movements to do it, specially when is a big tree.
Ummm i am going to try use this, expect have a 1.0 version in a few days and i try test it more.
Thanks.
RE: The Wish List
Posted: Tue Nov 12, 2013 9:17 am
by Hexagon
A pair of suggestion more.
1-now you can fix an unit in a place until is attacked well, i think if is possible add a timer like the one for reinforces, i refer if you want give in scen editor a time to be fixed an unit to be released even when is not attacked.
2-alternative reinfocerment arrive positions, now you cant give to player the option to receive reinforcements where he really needs them, i think in Tiller games where you have strategic decisions to select where receive reinforcements, here select one of them means receive more or less troops and receive them earlier or late... i think at least give in editor the option to give alternative deployment areas for reinforces is a good idea and in the battle in certain turn that you select in editor ask player WHERE want the reinforces.
Thanks.
PD: i need ask this again, any chance to see especific tanks with anti-mines equipment??? i refer to have in a soviet company for example some tanks with these equipment to reduce the impact of minefields... less casualties by mines for example.