Suggestions for 1.3

WW2: Road to Victory is the first grand strategy release from IQ Software/Wastelands Interactive, which covers World War II in Europe and the Mediterranean. Hex-based and Turn-based, it allows you to choose any combination of Axis, Allied, Neutral, Major or Minor countries to play and gives you full control over production, diplomacy, land, air and naval strategy. Start your campaign in 1939, 1940 or 1941 and see if you can better the results of your historical counterparts. A series of historical events and choices add flavor and strategic options for great replayability.
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JMass
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RE: Suggestions for 1.3

Post by JMass »

ORIGINAL: jeffreys
4) You could also allow two divisions to combine into a corp, for the expenditure of some pp's (both divisions would have to be at the same level).

If stacking is not possible, it could be very useful the possibility of combine due similar divisions in one corps just moving the first in the hex occupied by the second (consuming all the action points), and the possibility of divide one corps in two divisions.
"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian

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cpdeyoung
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RE: Suggestions for 1.3

Post by cpdeyoung »

I have only had the game a day, but one thing I would appreciate is a variation on the display of hexes a unit can move to. As it stands now a single color is used. I think it would be nice if the last hex a unit could still participate in combat was another color. To the degree it is possible I would appreciate an indication of hexes the unit would be out of supply in also. I know this is more difficult, but I think valuable.

In the screen shot below I have a possible way to show SP left after a move. The small disk with SP makes it clear which hexes adjacent to enemy units the selected unit can attack.

This display could be optional by a user selected preference.

Chuck


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doomtrader
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RE: Suggestions for 1.3

Post by doomtrader »

jeffreys, personally I like your ideas, but it looks like you will have to wait for our other game - Bitter Glory.
The concept of WW2 is a little bit different.
 
Jmass, probably not possible without redesigning the engine, the game see every unit as a single entity.
 
I'll prefer giving you back some PP for disbaneded units.
 
 
cpdeyoung, I think I can put it on the to do list, but can't promise ATM how it can be resolved.
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JMass
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RE: Suggestions for 1.3

Post by JMass »

ORIGINAL: doomtrader

Jmass, probably not possible without redesigning the engine, the game see every unit as a single entity.
I'll prefer giving you back some PP for disbaneded units.

I agree, I don't ask revolutionary changes but I consider this as a promise!
[:)] [&o]
"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian

My boardgames collection: http://www.boardgamegeek.com/collection ... dgame&ff=1
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doomtrader
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RE: Suggestions for 1.3

Post by doomtrader »

I'm not promising anything but I think it's worth to try doing it.
winky51
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RE: Suggestions for 1.3

Post by winky51 »

ahhh non-programmers.
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RE: Suggestions for 1.3

Post by jeffreysutro@jeffreysutro.com »

[font="Times New Roman"]Even a non-programer like me (I haven't written a program in about 25 years) can see that stacking might be difficult to implement, and might upset the balance and "feel" of the game. I would think however that adding a unit experience modifier and an ability for infantry units to entrench (i.e. build level 1 or 2 fortifications) doesn't seem like it would be very hard to implement or very unbalancing.

While combining divisions into corps may not be practicable, I would think that adding the ability to build a "combined arms" corps (weaker than an armored corps, but with both the ability to entrench and the ability to attack armor without penalty) would also not be too dificult to implement.

That said, I very much like the game as it is, and would recomend it to others. It's just that it would be even better if my ideas were implemented [:D] [8|] (says he modestly). Thank you for an excellent game.[/font]
All My Best,

Jeff Sutro
winky51
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RE: Suggestions for 1.3

Post by winky51 »

BTW one thing I noticed, and I'm not sure if this was brought up already, is they I never see the computer opponent's battles vs me.  blank map.
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doomtrader
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RE: Suggestions for 1.3

Post by doomtrader »

Winky, do you mean, that this dice roll box covers battlefield?

It has been already changed
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RE: Suggestions for 1.3

Post by winky51 »

nope.

Like this happened. Germany (computer opponent) is attacking Paris (me). The map moves to the Paris hex and surrounding areas and I hear the combat and see the hex change ownership. No combat box, no units. Its an invisible army attacking and defending.
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doomtrader
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RE: Suggestions for 1.3

Post by doomtrader »

I'll investigate
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RE: Suggestions for 1.3

Post by winky51 »

weird just saw another thing.  I could have sworn I bought 4 units and it only allowed 3 to be placed.  This happened twice in a row.  Units never came in.
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RE: Suggestions for 1.3

Post by BrewskiBill »

ORIGINAL: doomtrader

Winky, do you mean, that this dice roll box covers battlefield?

It has been already changed

Uh, not for me it hasn't.[&:] New user, fresh download installed and update applied. I think I'm going to like the game, but the most frustrating thing so far is not being able to SEE the individual units participating in combat (especially AI combat) because the combat results dice roll dialog covers them. IMHO, the location of this dialog needs to be user-selectable (upper-left corner, lower-left corner, center, ...) and accessable by the OPTIONS button mid-game. Let the game center the display on the battle, but put the results off to the side.
[&o]
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doomtrader
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RE: Suggestions for 1.3

Post by doomtrader »

BrewskiBill, it has been already moved for next patch so you will be able to see the battle
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cpdeyoung
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RE: Suggestions for 1.3

Post by cpdeyoung »

I would like to see a couple of things.  I appreciate the need for operational fog of war, but in my first complete game I never (as Soviets) knew the allies were back on the continent.  Perhaps each turn could have a "newspaper" account of what the powers did that turn.  I think the generation of such an account could be a fun piece of code to write.
 
I am thinking of putting some utility programs together, and I might be able to take this on.  Do the Autosave files get written at the end of each power's turn?
 
If so I think I could eventually write something to parse them and generate such a report.  I am also thinking of a new unit naming aid.  That would be easier by far, and I will give it a try first.
 
I am having great fun with this game.
 
Chuck
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JMass
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RE: Suggestions for 1.3

Post by JMass »

Maybe I found a bug, when I deploy a new ship in an empty port I cannot move it in the same turn but if the port contains some ships that have not moved I am able to move all the ships together or just the new ships.
"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian

My boardgames collection: http://www.boardgamegeek.com/collection ... dgame&ff=1
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