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RE: Feature Request
Posted: Tue Mar 15, 2016 11:46 pm
by scaz
Is bypass movement already accounted for in the game? Or is it something that could be added?
Also, What about multi-level counters in buildings? Are multi levels already accounted for or is it something that could be added?
RE: Feature Request
Posted: Wed Mar 16, 2016 3:06 pm
by shaddock
I'd like to echo a previous request: the ability to name each unit. Being able to name the units would go a long way towards an accurate OoB. Also the ability to assign units to a particular leader would be nice. And to be able to click on a leader to see all the units assigned to it. That way we can have Major Tom of the 532nd battalion trying to capture a village or town.
RE: Feature Request
Posted: Wed Mar 16, 2016 3:18 pm
by Gerry4321
ORIGINAL: mrscaz
Is bypass movement already accounted for in the game? Or is it something that could be added?
Also, What about multi-level counters in buildings? Are multi levels already accounted for or is it something that could be added?
Neither are in the game right now. But definitely desirable.
RE: Feature Request
Posted: Wed Mar 16, 2016 4:52 pm
by Ratzki
+1. Yes, naming the units would be a bonus.
RE: Feature Request
Posted: Wed Mar 16, 2016 5:25 pm
by MikeMarchant_ssl
ORIGINAL: shaddock
I'd like to echo a previous request: the ability to name each unit. Being able to name the units would go a long way towards an accurate OoB. Also the ability to assign units to a particular leader would be nice. And to be able to click on a leader to see all the units assigned to it. That way we can have Major Tom of the 532nd battalion trying to capture a village or town.
Shouldn't he be conquering space?
Best Wishes
Mike
RE: Feature Request
Posted: Thu Mar 17, 2016 12:33 am
by Monkie
How difficult would it be to allow players to change the order of the stacks? I prefer to keep my leaders on top most of the time. Since the game is already keeping track of support weapon possession in it's super brain there really is no reason for any particular order of stacking correct?
RE: Feature Request
Posted: Thu Mar 17, 2016 10:07 pm
by LtBernal
Hello Peter, I agree with aaatoys and the KISS principal and my suggestion for a long-term platform would be to build layers of added complexity in small, meaningful groups and set these groups of additional game features as modules which the player can choose from and add as the game is learned and more complexity is needed by the player as time goes on. Players may utilize only the features they are comfortable with ranging from the original game to items like multi-level buildings hero counters, armor leaders, etc. These mods would need to be activated from a new menu right after hitting the PLAY button in the opening menu, thus opening to a "complexity mod menu with a side-window defining the additional features being selected" which the user may read and then select from. The game should remember the last complexity module setting or combination of modules selected. However, game improvements not adding game complexity should be updated to the .exe and other parts of the game folder right away; items including but not limited to - zoom, hotkeys, etc.
**My complexity request additional feature would be to create other nationality counters and have the game select the appropriate counters (with varying colors would be nice), to match the nationalities of any chosen scenario.
Big fun imo!
RE: Feature Request
Posted: Fri Mar 18, 2016 9:27 pm
by UP844
In large scenarios, it is often difficult to tell which of our units has a LOS to enemy units. It would be nice to have the units that have a LOS to enemy units highlighted in some way, so as to avoid having to select all the units that might have a LOS to the target.
RE: Feature Request
Posted: Mon Mar 21, 2016 12:41 am
by parusski
Peter, I have just one request: PLEASE MAKE THIS BE EVERYTHING I EVER WANTED IN A GAME.[;)]
RE: Feature Request
Posted: Mon Mar 21, 2016 12:45 am
by snowbird
Split the Terrain.png into multiple graphic files.
Possible types of files that could split from Terrain.png:
1) Terrain (e.g. potentially could be split into multiple files for desert, europe winter, europe summer, etc)
2) Personnel and Vehicle Counters (e.g. potentially could be split into multiple files by nationality)
3) Informational Counters (e.g. contains Fire, Final fire, Pinned, etc)
4) Other Misc (e.g. contains Flags, Setup, and Exit hexes, etc)
This will be a bit of development work to reference the new files and image locations but sets up a good foundation for the future (easier modding and expansions).
RE: Feature Request
Posted: Mon Mar 21, 2016 8:23 am
by Jafele
A random battle generator would be cool. [:)]
RE: Feature Request
Posted: Mon Mar 21, 2016 5:41 pm
by rico21
Please add The french who known used DC[:D]
Cheers,
RE: Feature Request
Posted: Wed Mar 23, 2016 11:45 am
by eric0303
Don't know if this has already been requested but breaking up the graphic files into terrain/counters etc.
Thanks
RE: Feature Request
Posted: Wed Mar 23, 2016 11:51 am
by Cataphract88
I've asked for that, and I wasn't the first!
RE: Feature Request
Posted: Wed Mar 23, 2016 1:55 pm
by decaf
Terrain --
Have just finished the encoding of a pile of ASL maps to TOTH. There are a few terrain features that would help replicate
the ASL maps. I thought I would report on them.
-> Grain at different elevations. Right now grain overwrites hill, and ASL has maps with grain on hills. (perhaps overlay?)
-> Graveyard. Right now we substitute woods for graveyard. But, not a great substitution. (perhaps overlay?)
-> Marsh. Right now we substitute brush for marsh. Again, not a great substitution. (perhaps overlay?)
-> Valley. This is like a level -1 hill. Still allow woods, overlays, roads, buildings, etc.... Have to ignore valley right now.
I understand the TOTH model does not extend to hexside terrain (like walls) and lineated terrain (like streams), so I appreciate the extra programming work for those kinds of features. But, the 4 terrain features above may not be as nasty as doing walls.
Anyway, this is what I found in map creation.
RE: Feature Request
Posted: Wed Mar 23, 2016 2:01 pm
by DoubleDeuce
ORIGINAL: javafiend
-> Valley. This is like a level -1 hill. Still allow woods, overlays, roads, buildings, etc.... Have to ignore valley right now.
I understand the TOTH model does not extend to hexside terrain (like walls) and lineated terrain (like streams), so I appreciate the extra programming work for those kinds of features. But, the 4 terrain features above may not be as nasty as doing walls.
With the hexside issues you mentioned I think that a Valley (level -1 hill) terrain could substitute for gullies and streambeds, would have to be dry ones though. It would not be ideal but would be very helpful to scenario designers, IMHO.
RE: Feature Request
Posted: Sat Mar 26, 2016 10:43 pm
by juv95hrn
I want large campaigns where you buy reinforcement groups.
Preferably a remake of Red Barricades!
RE: Feature Request
Posted: Sun Mar 27, 2016 8:53 pm
by rickier65
I think this might have been mentioned already, but adding the ability to name the leader counters. This would make the game more immersive I think.
Thanks
Rick
RE: Feature Request
Posted: Sun Mar 27, 2016 10:26 pm
by jeffdeham1
The more I play the Russians, the more I think they need Molotov Cocktails.
Jeff
RE: Feature Request
Posted: Sun Mar 27, 2016 10:56 pm
by Ratzki
ORIGINAL: oldwarrior
Don't know if this has already been requested but breaking up the graphic files into terrain/counters etc.
Thanks
Could a person not create the mod(s) on different layers in a paint program. You would then just hide the layers that you do not want and then you could mix and match as you like. A person could have different unit mods, terrain modes ect. As long as the layers line up when you "flatten" the file there should be no issues.