I like this idea....I like seeing the messages, so often set Messages to 1 - but the game runs much faster if Messages is set to 0 - so I would like this idea so I could play the turn nice and fast and then read what happened afterORIGINAL: Steamfish
It would be great to have some kind of message aggregator that would collect the event text displayed as the turn played out and format it as a plain text file, or perhaps as a comma-delimited file. This would allow us to let a turn play out unattended and not miss a thing. If this is a bit much to ask as an integrated part of the game via a patch, maybe it could be a stand alone utility. Is the text generated during a turn saved in a temporary file?
Suggestions for future patches
Moderators: Joel Billings, warshipbuilder, simovitch, harley
- JudgeDredd
- Posts: 8362
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RE: Suggestions for future patches
Alba gu' brath
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Baron von Beer
- Posts: 227
- Joined: Thu Sep 18, 2003 12:48 pm
RE: Suggestions for future patches
Adding the highlight airfields with units during the reaction phase. Thought there was a hot key for this but don't see it in the manual and pushing all the buttons got nothing. [:)]
Would be very handy for the defender.
Would be very handy for the defender.
- Hard Sarge
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RE: Suggestions for future patches
No Hassle on wish lists stuff
but right now we got our hands full with what we "have" to work on for the patch, and the list of stuff I want to do
but ideas and what not will be looked at and thought about, but don't expect any of them for the 1st patch
but right now we got our hands full with what we "have" to work on for the patch, and the list of stuff I want to do
but ideas and what not will be looked at and thought about, but don't expect any of them for the 1st patch

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Golden Bear
- Posts: 190
- Joined: Mon Mar 27, 2006 8:58 pm
RE: Suggestions for future patches
A suggestion of a different nature: Make the radio buttons BIG! I understand the limitations on improving NF and recon interface and it is much better now. But it could go a lot faster if I didn't need to pixel hunt the button (OK an exageration, heh).
Carl
Carl
Laws without morals are useless.
- Hard Sarge
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RE: Suggestions for future patches
When clicking the radio button for the Outbound 3 waypoint, the Outbound 2 and Outbound 1 waypoints are reset to be in a straight line with the newly selected position of Outbound 3.
There are a couple of simple workarounds:
1) Right click and drag waypoints by hand, or
2) Set the Outbound 3 waypoint first, then Outbound 1 & 2.
There are a couple of simple workarounds:
1) Right click and drag waypoints by hand, or
2) Set the Outbound 3 waypoint first, then Outbound 1 & 2.
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Golden Bear
- Posts: 190
- Joined: Mon Mar 27, 2006 8:58 pm
RE: Suggestions for future patches
Also set the inbound 1 first since it does the same thing in reverse.
Also, the only way I can get rid of the spinning pointer wheel is to Alt-Tab and then click back and then wave around until I find a harmless button to click on.
Also, putting comments in Save sometimes makes me lose everything.
Carl
Also, the only way I can get rid of the spinning pointer wheel is to Alt-Tab and then click back and then wave around until I find a harmless button to click on.
Also, putting comments in Save sometimes makes me lose everything.
Carl
Laws without morals are useless.
- Hard Sarge
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RE: Suggestions for future patches
you can stop the hourglass, spinning circle by making a save (that is fixed now)
when you save, make sure you use the close/done button, hitting enter will lose the cuser
(that should be fixed now, not tested yet)
when you save, make sure you use the close/done button, hitting enter will lose the cuser
(that should be fixed now, not tested yet)

- Richard III
- Posts: 714
- Joined: Mon Oct 24, 2005 5:16 pm
RE: Suggestions for future patches
These are all really good improvements, but I especially like # 2 and 6.
Also if possible to stop Close Escorts of Bomb Missions from diving down to attack Ground Targets , especially Airbases, where they get killed by the Flak to no purpose. Not sure if just putting them all on High Escort would do that ?
Also, PLEASE consider stopping the returning fighters, especially the NF`s, from attacking airbases on the return. Yes , you could plot around them but that`s a huge pain in the full campaign game.
Thanks[:)]
Also if possible to stop Close Escorts of Bomb Missions from diving down to attack Ground Targets , especially Airbases, where they get killed by the Flak to no purpose. Not sure if just putting them all on High Escort would do that ?
Also, PLEASE consider stopping the returning fighters, especially the NF`s, from attacking airbases on the return. Yes , you could plot around them but that`s a huge pain in the full campaign game.
Thanks[:)]
ORIGINAL: TechSgt
I play as the BtR Allied, this could also pertain to Germans in BoB.
1) Ability to save approximately 10 missions or raid groups. Then I could plug them in again on future days.
2) Better UI on single night intruder missions.
3) Workable shuttle missions.
4) Selectable unit RCM, and pathfinder nav. Similar to upgrade.
5) WIA return to duty status. 4a) WIA commanders return to command.
6) A toggle to enable/disable fighter sweeps from attacking airfields, ground units, etc.
7) Day of knowledge of when ground attacks/invasions are going to occur, so I can support them.
8) Click on targets, to get a more detailed briefing. The general types of planes, AAA, what is being produced at targets, etc. Within limits, of course!
TS
“History would be a wonderful thing – if it were only true.”
¯ Leo Tolstoy
¯ Leo Tolstoy
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Golden Bear
- Posts: 190
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RE: Suggestions for future patches
OK, Sarge, not to be tooooo much of a jerk, but I just bought and loaded it yesterday and neither of your fixes is in place. Going to save does not stop the hourglass for me, hence the Alt-Tab and back and wavearound. And I do use the close/done buttton and I have lost a save. I'm not complaining, since I'm learning my own workarounds. But just to share the info. Oh, also when I enter a comment sometimes I totally lose the cursor. Kind of difficult to wand around until I see a button flash to hit it. But I'm patient.
Carl
Carl
Laws without morals are useless.
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sauro brusch
- Posts: 73
- Joined: Thu May 03, 2007 8:44 am
RE: Suggestions for future patches
Hi BOSS, very well job, but one error... CHIUSI is near SIENA about 30 km EST, not NORTH of FLORENCE.
Try with google hearth to found Chiusi this town is near TRASIMENO lake.
THE GAME IS OK.[:D][:D][:D][:D][:D][:D][:D][:D][:D][:D][:D][:D][:D][:D]
Try with google hearth to found Chiusi this town is near TRASIMENO lake.
THE GAME IS OK.[:D][:D][:D][:D][:D][:D][:D][:D][:D][:D][:D][:D][:D][:D]
- Hard Sarge
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RE: Suggestions for future patches
ORIGINAL: Golden Bear
OK, Sarge, not to be tooooo much of a jerk, but I just bought and loaded it yesterday and neither of your fixes is in place. Going to save does not stop the hourglass for me, hence the Alt-Tab and back and wavearound. And I do use the close/done buttton and I have lost a save. I'm not complaining, since I'm learning my own workarounds. But just to share the info. Oh, also when I enter a comment sometimes I totally lose the cursor. Kind of difficult to wand around until I see a button flash to hit it. But I'm patient.
Carl
are you hitting the save button ? you got to save the game for it to stop the hourglass ?
are you sure your not hitting enter ? for a lot of people it is a reflex move when they stop typeing ?
only time I have seen or heard about the Cursor being lost is after some one hit enter while entering a comment

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Golden Bear
- Posts: 190
- Joined: Mon Mar 27, 2006 8:58 pm
RE: Suggestions for future patches
Nope, I don't hit Enter for anything in this game. I know my way around BTR, remember? I click everything. I'm remembering the hand pain of playing it.
Actually when I tried the Save workaround, when I clicked to "Save" the screen went blank with no cursor and eventually crashed. I don't know how I crashed it since that was a couple days back. It isn't a biggie for me since I have a different workaround.
Carl
Actually when I tried the Save workaround, when I clicked to "Save" the screen went blank with no cursor and eventually crashed. I don't know how I crashed it since that was a couple days back. It isn't a biggie for me since I have a different workaround.
Carl
Laws without morals are useless.
- Hard Sarge
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RE: Suggestions for future patches
ORIGINAL: sauro
Hi BOSS, very well job, but one error... CHIUSI is near SIENA about 30 km EST, not NORTH of FLORENCE.
Try with google hearth to found Chiusi this town is near TRASIMENO lake.
THE GAME IS OK.[:D][:D][:D][:D][:D][:D][:D][:D][:D][:D][:D][:D][:D][:D]
you guys will drive me to drink
since Siena is south of Florence, your trying to say that Chiusi should be south east of Florence ?

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Golden Bear
- Posts: 190
- Joined: Mon Mar 27, 2006 8:58 pm
RE: Suggestions for future patches
Heh, Sauro has you on the ropes, Sarge. I've been in Chiusi but I'll leave him to finish you off on this one.
OK, forget everything that I've said about the Save workaround for spinning disk. It works for me now. Go figure.
Just shot down another 174 for losses of 92. Campaign total of 982 to 672 at the end of the 26th.
I like my squadron of P-61s. Oh, goody goody!
Carl
OK, forget everything that I've said about the Save workaround for spinning disk. It works for me now. Go figure.
Just shot down another 174 for losses of 92. Campaign total of 982 to 672 at the end of the 26th.
I like my squadron of P-61s. Oh, goody goody!
Carl
Laws without morals are useless.
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sauro brusch
- Posts: 73
- Joined: Thu May 03, 2007 8:44 am
RE: Suggestions for future patches
Yes Boss, Chiusi is South East of Florence. Try to find Chiusi on a map of Italy, or try Google Hearth.[:'(]
RE: Suggestions for future patches
One good feature to be added would be lines from an assigned interceptor formation to their raid targets. Currently it is very hard to determine from the map, which friendly fighter formations have been assigned to attack which enemy raids.
Map scrolling speed should be reduced or set to configurable.
Mouse wheel could be tied to map zoom in / zoom out functionality.
The production UI could use some polishing. For example the list boxes containing the factory data do not retain their position when switching between the required-planned-actual view and the factory assignment view. That causes a lot of unnecessary scrolling in the very long factory lists.
Another helpful improvement for the production planning would be some kind of indication which plane type uses which engine type. Currently that information is only available (afaik) when choosing assembly target for a factory. It would be helpful if the information of the needed engine type could be displayed alongside the plane parts and vice versa.
Production would also benefit from some kind of semi-computer control, where you could set the production priorities for different plane types and the computer would handle balancing the factories to produce correct amount of engines and parts and having correct amount of assemblies.
The map could use some more overlay possibilities. One example would be fighter range / coverage circles. Easy way to combine that data would be indicating the range with circle size and coverage (basically number of fighters in a base) with the opacity of the circle fill color.
Just some ideas which came to my mind when playing the game for the first time yesterday. Seems like a really interesting game, thumbs up
Map scrolling speed should be reduced or set to configurable.
Mouse wheel could be tied to map zoom in / zoom out functionality.
The production UI could use some polishing. For example the list boxes containing the factory data do not retain their position when switching between the required-planned-actual view and the factory assignment view. That causes a lot of unnecessary scrolling in the very long factory lists.
Another helpful improvement for the production planning would be some kind of indication which plane type uses which engine type. Currently that information is only available (afaik) when choosing assembly target for a factory. It would be helpful if the information of the needed engine type could be displayed alongside the plane parts and vice versa.
Production would also benefit from some kind of semi-computer control, where you could set the production priorities for different plane types and the computer would handle balancing the factories to produce correct amount of engines and parts and having correct amount of assemblies.
The map could use some more overlay possibilities. One example would be fighter range / coverage circles. Easy way to combine that data would be indicating the range with circle size and coverage (basically number of fighters in a base) with the opacity of the circle fill color.
Just some ideas which came to my mind when playing the game for the first time yesterday. Seems like a really interesting game, thumbs up
RE: Suggestions for future patches
ORIGINAL: Have
One good feature to be added would be lines from an assigned interceptor formation to their raid targets. Currently it is very hard to determine from the map, which friendly fighter formations have been assigned to attack which enemy raids.
It was in, I broke it and noone realised til too late, I fixed it for the upcoming patch.
Map scrolling speed should be reduced or set to configurable.
Mouse wheel could be tied to map zoom in / zoom out functionality.
I'm working on the scroll speed - my testers say it is better, time will tell.
The scrollwheel isn't able to be context driven, so I can't do that.
The production UI could use some polishing. For example the list boxes containing the factory data do not retain their position when switching between the required-planned-actual view and the factory assignment view. That causes a lot of unnecessary scrolling in the very long factory lists.
Another thing I am working on, I fix these things as I find them, usually when working on something else. I have done the prod list, and the raid list, but there are still many to find.
Another helpful improvement for the production planning would be some kind of indication which plane type uses which engine type. Currently that information is only available (afaik) when choosing assembly target for a factory. It would be helpful if the information of the needed engine type could be displayed alongside the plane parts and vice versa.
I'll think about it - it won't make the first patch.
Production would also benefit from some kind of semi-computer control, where you could set the production priorities for different plane types and the computer would handle balancing the factories to produce correct amount of engines and parts and having correct amount of assemblies.
GET. OUT. OF. MY. HEAD. Wait till I release the patch information.
gigiddy gigiddy gig-i-ddy
RE: Suggestions for future patches
thanks for some new information Harley!
- Howard Mitchell
- Posts: 449
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- Location: Blighty
RE: Suggestions for future patches
Nachtjagd III campaign Order of Battle – Bomber Command starts out with 762 Lancaster III and 432 Halifax III in the replacement pool, which looks like too many as at the start of the Overlord II campaign, which starts a month before, the figures are 12 each.
While the battles the British fight may differ in the widest possible ways, they invariably have two common characteristics – they are always fought uphill and always at the junction of two or more map sheets.
General Sir William Slim
General Sir William Slim





