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RE: 1.05 Content

Posted: Tue Feb 10, 2009 5:11 pm
by Jason Petho
ORIGINAL: V22 Osprey

I pretty much halted playing SPWAW and completely stopped playing WinSPWW2 because of JTCS, now it looks like no more WinSPMBT!

Have to admit, that is the same way I went.

Steel Panthers to East Front back in 1997 and never looked back.

Jason Petho

RE: 1.05 Content

Posted: Tue Feb 10, 2009 8:03 pm
by marcbarker
Is there a Nuke Button and or Honest John Missiles? as well as the off board SSBN Missle support?

RE: 1.05 Content

Posted: Tue Feb 10, 2009 8:23 pm
by Jason Petho
ORIGINAL: barker

Is there a Nuke Button...

File --> Exit

Jason Petho


RE: 1.05 Content

Posted: Tue Feb 10, 2009 11:52 pm
by marcbarker
cute but seriously tac nuke in modern wars

RE: 1.05 Content

Posted: Wed Feb 11, 2009 12:46 am
by Dumnorix
I miss Poland, Tschechoslovakia and Hungary ! These countries do not exist probably for you?

H.Balck

RE: 1.05 Content

Posted: Wed Feb 11, 2009 12:58 am
by scottintacoma
Dumnorix,

At least one does.

39 is Poland.

Jason,

I dont see the USA listed. no country 10?

scott in Tacoma




RE: 1.05 Content

Posted: Wed Feb 11, 2009 1:25 am
by Jason Petho
ORIGINAL: scottgibson

Jason,

I dont see the USA listed. no country 10?

scott in Tacoma




Yes, USA is included, country 10.

Just mistyped the list!

Jason Petho


RE: 1.05 Content

Posted: Wed Feb 11, 2009 1:26 am
by Jason Petho
ORIGINAL: Dumnorix

I miss Poland, Tschechoslovakia and Hungary ! These countries do not exist probably for you?

H.Balck

Yes, they do.

The list is not complete nor official.

Jason Petho

RE: 1.05 Content

Posted: Thu Feb 12, 2009 10:58 pm
by Geomitrak
ORIGINAL: Jason Petho

ORIGINAL: barker

Is there a Nuke Button...

File --> Exit

Jason Petho



Ohhhhh very sharp, Jason !


RE: 1.05 Content

Posted: Fri Feb 13, 2009 1:24 pm
by 1925frank
Jason, thanks for the teaser.  I wouldn't expect the list to be complete.  It was, after all, just a teaser.  I suspected at some point you might try to sneak in the U.S. under the radar when no one was looking.  Czechoslovakia and Hungary might not have been so easy to do unnoticed -- not with Dumnorix watching.   
 
Although this is a Patch 1.05 thread, I've another question regarding Modern Wars II - NATO/Warsaw Pact:  I always thought a NATO/Warsaw Pact conflict would be fought in Germany, so I would expect hypotheticals to take place there.  What other possible hypotheticals are being considered? 
 
I'm thinking possible a conflict in Turkey.  Didn't Russia covet Constantinople/Istanbul for centuries?  I don't know my history that well, but at some point I believe nukes were placed in Turkey.  That could have precipitated a war, in the same way the Soviet Union's attempt to put nukes in Cuba nearly precipitated a war.
 
Other possibilities might be Hungary in 1956 and Czechoslovakia in 1968.  I don't think NATO had a border contiguous with Hungary, so that might not be a good example.  I'm not sure of dates, but I believe both countries made attempts to break with the Soviet Union.  Austria was neutral, but it didn't have to be.  If it had gone over to one side or the other, that might have precipitated a war.
 

RE: 1.05 Content

Posted: Fri Feb 13, 2009 3:22 pm
by Jason Petho
ORIGINAL: 1925frank
Although this is a Patch 1.05 thread, I've another question regarding Modern Wars II - NATO/Warsaw Pact:  I always thought a NATO/Warsaw Pact conflict would be fought in Germany, so I would expect hypotheticals to take place there.  What other possible hypotheticals are being considered? 

There are many situations that provide possible conflict between NATO and Warsaw Pact forces, while many revolve around Europe, they don't have to be limited to Europe.

The usual reasons for escalation:

Berlin Air Lift 1948-1949

Korea 1950-1953

Hungarian Revolution 1956

Berlin Crisis 1961

Bay of Pigs, Cuba 1961

Cuban Missile Crisis 1962

Vietnam

Czechoslovakia 1968

Yom Kipper 1973

Grenada 1983


Other Potential Reasons:

Greek Civil War 1946-1949

Yugoslavia's breakaway from the Soviet Union 1948

Stalin's Death and the power struggle that followed 1953

Guatemala - CIA-backed coup started guerilla war 1954

Suez Crisis 1956 (Soviets threatened intervention)

Coup in Iraq 1958

Poor Sino-Soviet relations and border clashes - 1960's

Six Day War 1967

Coup in Libya 1969


Of course, the usual reasons for conflict:

Resources: oil, water, food, etc.

Pre-emptive

Assassination

Accidents (Faulty computer chip detecting ICBM's: June 1980)

Misinterpretation of events (Able Archer 83)


Of course, the above list is not complete nor does it mean that a nuclear exchange is imminent, but provides the basis of potential storylines for conventional fighting.

Jason Petho



RE: 1.05 Content

Posted: Tue Feb 17, 2009 4:03 pm
by Busto963
Love the game.

Here are some ideas:

1. A more sophisticated zoom function would be a welcome tweek to the interface, as would a wider selection of animation speeds, and sound volume control. What about a clock!

2. Better and larger interface screens. The current dialog boxes are fixed in size and were made in an era of 14" monitors!The scenario selection and f2 unit description screens for example are microscopic and require scrolling to reaveal the contents of the dialog boxes. This is ridiculous in an era of large flat screens and projectors. I do not want to have to "scroll" through anything, except a massive list of scenarios or campaigns!

3. How about an "ambush" or "point blank fire" setting for opportunity fire. Essentially the unit will hold fire until a given target is in the adjacent hex, perhaps two. Late war high velocity guns like the 17 pounder make a mockery of "short range" op fire. It is very disappointing to set the op fire so your 8.8cm PAK 43s will engage soft targets at close range; only to have them start engaging trucks at 5-hexes and use up a turns shots. Short is relative...

4. How about the ability to set opportunity fire *before* the game starts. It stinks to be the defender and go second only to watch a defense collapse because the default op fire does not make sense for current conditions.

5. I am dissatisfied with indirect artillery and the artillery spotting rules. Large caliber guns can be put into action too quickly, are too responsive, and arrive too quickly on target. Others have posted solutions - I am just voicing an opinion.

6. The unit descriptions and photos need freshening up. Many descriptions and photos are missing, show the wrong unit, or are just bad pictures.

7. I am in favor of reducing the number of units. For example, the proliferation of truck types adds very little to the game, especially when the difference between the units is minimal.

GAB

RE: 1.05 Content

Posted: Tue Feb 17, 2009 5:14 pm
by Jason Petho
Welcome Busto983

Many of these you may want to add to the Wishlist.

Jason Petho



RE: 1.05 Content

Posted: Tue Feb 17, 2009 9:48 pm
by marcbarker
I would like to see larger dynamic way points for units. such as way points for battalions to attack a certain flank etc. Delay artillery bombardment for example call in a bommbardment on turn 3 at these crossroads etc.

RE: 1.05 Content

Posted: Wed Feb 18, 2009 1:40 am
by akish
I love this game.

Please make 'animations speed option' in 1.05.[&o]

RE: 1.05 Content

Posted: Mon Mar 02, 2009 5:50 pm
by Ron Belcher
hmmm.. an animations speed option. Heard of many requests, I've not
seen this one though. [;)] Jason, your thoughts on this...

RE: 1.05 Content

Posted: Sun Mar 08, 2009 9:55 am
by Big Ivan
Hello again Jason, I hope all is well with you!

I'd like to throw a couple of things in to look at for 1.05or beyond I'm not sure if they have been discussed before but I'll go ahead here:

1. Range display when a scenario is being setup would be a big help in positioning guns. Also bore-sighting might be a possibility.

2. Something has to be done with the A/I. I'm not sure in computer detail/jargon what that is but I can tell you some of the questionable things the A/I does. a) Shoots all of its smokes early and I've never seen the A/I use smoke with engineers. b) Places HQ's in extreme harms way. c) Piles on a ton of artillery on one hex usually an empty one. d) Tends too much to hold AP's back for firing in the oportunity phase. The only exception to this is MG units which it tend to shoot all the AP's available in its turn. e) Wild or what I would call crazy artillery shots in the middle of no where. f) Does not move non-combatants like trucks far from harms way. g) Attacks with tanks to soon or alone w/o giving consideration to combined arms. h) Attacks with direct fire the enemy unit closest to the unit performing fire ignoring in most cases better targets beyond that point. In otherwords it gives little thought to WE (Weapons Effectiveness). h) The A/I has little concept of Armor Facing if that optional is used. i) Does not retreat well in the face of superior firepower. In other words in a piched battle it tends to leave a lot of its units out in the open long after they have been disrupted and damaged only to take more damage rather than getting out of there. j) Sometimes it puts leaders out in the open by themselves. k) The A/I as the defender in a scenario with exit objectives, the A/I retreats most of its units towards the exit hex objectives forsaking all else.

3) Mines need to be hidden somehow from the attacker in a scenario possibly something like is done with AT Guns until the hex they are in is entered. Its unrealistic to see mines 10 hexes away. The defender in a scenario would have a better handle or knowledge as to where mines are placed. Also I'll leave it open to discussion whether or not mines can be reduced by artillery strikes.

4) Defensive terrain (ie Bunkers and Pillboxes) There needs to be a game routine where under conditions of massive firepower these can be reduced or totally destroyed. I'd hate to be in a bunker or pillbox with 16" shells coming in! More often than not the roof would be on your head.
I'll leave it open to discussion whether or not engineers can reduce these structures.

5) The map-Gullies: Right now gullies hinder movement. This needs to be changed where infantry can gain some defensive benefit or LOS benefit. Can we push this idea to certain vehicles? Possibly.

7) Dug in armor. My beloved Russians did a lot of this. At the very least it made the tank harder to hit or kill.

8) I like the idea of infantry quality (Green, Regulars, Veterans) and infantry year. However there is no good conversion or work around for scenarios made pre-JTCS. It doesn't seem right to have 1942 American Rifle Platoons in January 1945. I'm concerned with this shortcoming regarding inherent firepower and AT capability. A mix at the very least would be better.

That's it for now, thanks for hearing me out Jason.
Best of Luck to you!!
Big Ivan

RE: 1.05 Content

Posted: Sun Mar 08, 2009 3:09 pm
by V22 Osprey
Big Ivan has some nice ideas, artillery and engineers should be able to reduce mines and destroy pillboxes and (maybe) bunkers.Mines should not be seen 10 hexes away.I like the idea of dug in armor and infantry quality.

a few things I have in mind:
Campaign Setup mode for generated battles.
Abilty to place things like trenches and bunkers in the map editor instead of just in the scenario editor.

RE: 1.05 Content

Posted: Mon Mar 09, 2009 6:25 pm
by Borst50
for DCG...you are able to adjust bunkers, pillboxes, et al., for the engagement. Depending on what type of engagement it is....meeting....highway ...attack or defend...etc.

When the game gives you the option to modify your placement of troops at the begining of a senario, (in DCG only), not only can you change location of your troops, but also defensive formations...bunkers....improved hexes...etc., click on the hex of the fortification....then press the control key...select the desired hex you wish to place the fortification in....and while holding down the control key....i believe its the left click....and viola....you have changed the location....if the fortification diasppears when you place it in the new hex...its because you do not have a current line of sight to it...but trust me...its there.

Please be advised...you cannot place more than one fortification in the same hex....and also...if it is out of the range in which you can place your units as far forward....then it is considered to belong to the other side and you will not be able to move it.

RE: 1.05 Content

Posted: Tue Mar 10, 2009 12:26 am
by V22 Osprey
ORIGINAL: Borst50

for DCG...you are able to adjust bunkers, pillboxes, et al., for the engagement. Depending on what type of engagement it is....meeting....highway ...attack or defend...etc.

When the game gives you the option to modify your placement of troops at the begining of a senario, (in DCG only), not only can you change location of your troops, but also defensive formations...bunkers....improved hexes...etc., click on the hex of the fortification....then press the control key...select the desired hex you wish to place the fortification in....and while holding down the control key....i believe its the left click....and viola....you have changed the location....if the fortification diasppears when you place it in the new hex...its because you do not have a current line of sight to it...but trust me...its there.

Please be advised...you cannot place more than one fortification in the same hex....and also...if it is out of the range in which you can place your units as far forward....then it is considered to belong to the other side and you will not be able to move it.

No, I was talking about regular generated battles.