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RE: ATG: Wishlist thread

Posted: Fri Sep 28, 2012 10:24 am
by Tac2i
@CarlVon: checkout my Screenshot Zoom Mode Mod. Also, the latest version of my NATO Counters Mod has implemented larger screenshots (standard size vice mini-hexes).
ORIGINAL: CarlVon

Hi Vic,

Great game.

The Strategic map looks great up to size "Large", but anything after is useless. Can we please get this working on all map levels? I use it a lot for planning.

Thanks

RE: ATG: Wishlist thread

Posted: Wed Oct 03, 2012 11:47 am
by Tac2i
New Request: in the random game setup screen, an option to specify how many people groups to use and maybe even an option to specify which people groups. In other words, if you are planning a 2vs2 game then this option would create only two people groups so each team could be of the same people group.

RE: ATG: Wishlist thread

Posted: Fri Oct 05, 2012 5:40 pm
by Hollywood7
How about the ability to indicate what People you want to play in an otherwise Random game?

RE: ATG: Wishlist thread

Posted: Mon Oct 08, 2012 3:07 pm
by JagdFlanker
it would save a LOT of mouse movement if after you press 'N' for new unit you could then press 'F' for formation or 'H' for HQ. trying to form 12 units in the same hex in 1 turn gets a little tiring when you have to select the hex, 'N', move the mouse down to select, then move it back up to select the HQ, 'N', move the mouse down to select, move it back up to select the HQ, etc...

much less important, but it would be nice if after forming a new formation (not new HQ) it auto-selected it's HQ to the closest one instead of having to choose every time - if i want to change it then it's easy to do, otherwise if it chose the right HQ i just saved that much work compared to the current forced manual select

RE: ATG: Wishlist thread

Posted: Tue Oct 16, 2012 12:09 am
by JagdFlanker
it would be nice if on the strategic map on the main game screen it shows the light sea hexes where your ships have explored so you could see where your ships are at a glance - on the x-large maps you have to do a manual search on the map to see where your ships are so it'd be nice to see the light areas on the strat map and know where all your ships are at the beginning of the turn

RE: ATG: Wishlist thread

Posted: Wed Oct 17, 2012 12:05 am
by Meanfcker
Maybe it could be arranged so that if I declare war on team A then I and all of my allies are at war with team A and all of team A's allies. Nothing worse than having to spend an extra 20 pp's so you can smite some desperately deserving ally of your enemy.
Meanie.

RE: ATG: Wishlist thread

Posted: Wed Oct 24, 2012 12:34 pm
by JagdFlanker
it would be helpful if in the research area you could click on the card of the tech you selected so you could get a detailed view of the capabilities of the unit type you'd like to research. i usually play stone age so currently i can only look at a unit type's capabilities by actually spending PPs to research it, then go to the production screen and click on the unit type there

also currently the only way to find out the RAW cost to produce any unit is to actually research it, then go to the production screen and look at the cost there. it it would be very helpful if the RAW cost to produce the unit was shown on the research card as well as shown on the 'text and upgrade' or 'general stats' page of the unit's info page so i can judge whether it's worth purchasing the tech

RE: ATG: Wishlist thread

Posted: Wed Oct 24, 2012 4:42 pm
by Vic
ORIGINAL: Meanfcker

Maybe it could be arranged so that if I declare war on team A then I and all of my allies are at war with team A and all of team A's allies. Nothing worse than having to spend an extra 20 pp's so you can smite some desperately deserving ally of your enemy.
Meanie.

Actually you'll automaticly be at war with all the allies of the guy you declare war on. But your team is not automaticly at war since I thought allies should be allowed to make this decision themselves. They are sovereign nations after all.

The current setup also makes it possible to do a form of limited war support so to speak. :) Its almost a bit cold-war-like... It makes it possible for your ally to send some troops to help the defense, without actually being at war with your enemy.

So in other words I am quite happy with the current setup :)

best,
Vic

RE: ATG: Wishlist thread

Posted: Wed Oct 24, 2012 9:20 pm
by Meanfcker
I hadn't considered that. While I usually play games with no political manuevereing, I see that the options you just described would be quite popular with Sailing Guy and the games that he routinely starts. Fair enough.
Meanie.

RE: ATG: Wishlist thread

Posted: Wed Oct 24, 2012 11:14 pm
by JagdFlanker
a huge job so would never expect it to be implemented unless a new game was programmed from scratch, but having played a lot of Time of Wrath i really like how i can hold down the right mouse button and drag to move the map in that game as well as use the arrow keys. i find the mouse is quicker to use and navigate with on the map - but i could be in the minority haha

RE: ATG: Wishlist thread

Posted: Sat Nov 10, 2012 12:17 pm
by Jafele
I´ve noticed it´s almost impossible to transfer cargoships between ports. The Navycap points required to transfer one cargoship is 110.000 (you need a HQ with 44 cargoships to transfer only one). It´s supposed land units are transfered in these same cargoships from one port to another. It´s not a bug, however a mistake. I wish it can be repaired for the next update.

RE: ATG: Wishlist thread

Posted: Tue Nov 20, 2012 4:04 pm
by Jafele
Trains can be transfered to other units out of the road using landcap (trucks) to carry them. It shouldn´t be allowed. On the other hand it would be good to have the possibility to choose the number of troops disbanded.

RE: ATG: Wishlist thread

Posted: Mon Nov 26, 2012 11:07 am
by Strategiusz
Destroying mines.
Let's say I seized level 3 mine from my enemy (hi Jafele XD). I don't have chance to hold it for long time, so I want to blow it up to level 1, but now I can't. I can only blow to 0 structure but still level 3, and the mine has free auto repairing. :(

RE: ATG: Wishlist thread

Posted: Mon Nov 26, 2012 1:23 pm
by Jafele
ORIGINAL: Madlok

Destroying mines.
Let's say I seized level 3 mine from my enemy (hi Jafele XD). I don't have chance to hold it for long time, so I want to blow it up to level 1, but now I can't. I can only blow to 0 structure but still level 3, and the mine has free auto repairing. :(

That´s right, I think engineers should be the only ones allowed to repair damaged mines.

PS: Madlok, you won´t have to wait too long before I get my mine back. [:@]

RE: ATG: Wishlist thread

Posted: Thu Nov 29, 2012 3:43 pm
by ironduke1955
May have been mentioned any chance of a new unit Combat Engineers specialists in Urban/City fighting. Just remembered the ability to rip rail lines with combat units or Partisans. Partisans are the units that you can create in enemy territory near enemy occupied cities of a different ehtnic group [:)]

RE: ATG: Wishlist thread

Posted: Fri Nov 30, 2012 7:40 pm
by Jafele
Deleted

RE: ATG: Wishlist thread

Posted: Wed Dec 05, 2012 6:05 pm
by Jafele
I don´t know why every time I conquer an enemy city (from a different regime) it´s impossible to produce supply. In sea scenario it´s a big handicap because your ports can be easily blocked by your enemy. It´s extremeyly difficult to have a winner in these circumstances. Also would be great that paratroopers embarked in carriers could be used to paradrop.

RE: ATG: Wishlist thread

Posted: Thu Dec 06, 2012 5:15 pm
by Strategiusz
I think that rule is for balance, it prevents"rich get richer" a bit. Now the only source of supply are native cities, there is no factory of supply, this is limit for size of army.

RE: ATG: Wishlist thread

Posted: Thu Dec 06, 2012 5:52 pm
by Jafele
If you cannot produce troops or supply (not very realistic by the way) from a conquered city, how can it be defended when it´s far from your cities? IMO troops construction prohibition should be enough penalty for balance. On the other hand if all players play with the same regime then I agree that "rich get richer".

RE: ATG: Wishlist thread

Posted: Fri Dec 07, 2012 12:13 pm
by Vic
ORIGINAL: Jafele

If you cannot produce troops or supply (not very realistic by the way) from a conquered city, how can it be defended when it´s far from your cities? IMO troops construction prohibition should be enough penalty for balance. On the other hand if all players play with the same regime then I agree that "rich get richer".

Its a concious choice. As mentioned by Madlok above partly becuase of balance issues and not making the tipping of the balance to radical once towns get conquered, but also partly because it forces you to keep your supply lines open. In the previous AT it was very easy to just form hedgehogs around cities. Now you can only do this with friendly cities. This allows much more strategy in cutting sea-lines and encirclement to beat your opponent and also makes venturing deep into enemy territory a bit more dangerous in case of counteroffensive.

best,
Vic