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RE: Wish List
Posted: Mon May 21, 2012 4:05 pm
by Duck Doc
+1
ORIGINAL: TomBombadil711
A map that looks like the table top gameboard of the game, not 3D
smaller unit info panel
RE: Wish List
Posted: Mon May 21, 2012 10:09 pm
by 777Shot
A few ideas for now;
-ability to darken the hex borders.
-a sharper contrast between the two different line of sight distances.
-clearer difference between heavy and light woods colors.
-my chit graphics seem a little fuzzy.
-% hit numbers on all visible targets without having to mouse over the target.
RE: Wish List
Posted: Tue May 22, 2012 2:07 am
by JFalk68
I would like to see some sort of system for keeping track of your victories and/or gamed played. Slitherine has something like this for their FOG series, you get to see your rankings and I think it would be nice to see this feature available for COH.
RE: Wish List
Posted: Tue May 22, 2012 3:29 am
by ioticus
A map that looks exactly like the boardgame.
LOS that behaves exactly like the boargame.
Bidding for initiative like in the boardgame.
AP system like in the boardgame with opportunity and command actions.
Greatly improved AI.
RE: Wish List
Posted: Wed May 23, 2012 3:44 am
by Jamm
Smaller UI
Less cratering
Multi hex buildings
Winter tileset for the graphics, after all it is the Eastern front
RE: Wish List
Posted: Thu May 24, 2012 10:06 pm
by RockKahn
There are times while playing Awakening the Bear where I would like to pass a few turns just to see what the enemy is going to do next. The problem is, if the enemy also passes the round ends.
Reading the Price of Honour rulebook I saw this:
"Stall: A player may want to delay making a decision by stalling.
Stalling counts as his turn and costs either 1AP or 1CAP."
Is this possible in Awakening the Bear? If not, will it be in the future? I hate the thought of wasting an AP or CAP if the enemy doesn't Pass, but I could just spend a truck's AP that's going to sit in some trees anyway.
I could work around it by just rotating the truck in place, but there should be a more elegant way of doing this like including a "Stall" button, or preferably stalling by pressing Shift while clicking the Pass button or something.
It's in the board game, so I'd think it would be useful in the computer game, also.
RE: Wish List
Posted: Mon May 28, 2012 12:48 pm
by Headshock
Dice stats.
Would be nice to have some stats on end game. And stats for all rolls ever made. For both sides.
Hex coordinates. Would be nice for reference. Toggle on/off.
RE: Wish List
Posted: Sat Jun 16, 2012 1:18 pm
by MacMarkus
Not a wish concerning the game itself (those wishes surely will come later), but one other thing:
I would greatly appreciate if somebody (either Matrix/Slitherine or community) would write down some pages of a "starter to AI-scripting"...
...I would greatly appreciate that...
[;)]
Cheers
Mac
RE: Wish List
Posted: Sat Jun 16, 2012 3:14 pm
by whako
Hi Dev team,
First off let me say great game, glad I finally got it working. Moving forward I would like to see some sort of Hero unit implemented. That being said, I think a campaign would be nice to see as well. Also I have never played the board game so I don't know about future titles, but weather ie snow, fog, mud would be a welcome addition.
Thanks[;)]
RE: Wish List
Posted: Sat Jun 16, 2012 4:39 pm
by ericbabe
ORIGINAL: MacMarkus
I would greatly appreciate if somebody (either Matrix/Slitherine or community) would write down some pages of a "starter to AI-scripting"...
It's good to hear there are people interested in the AI scripts. I wasn't sure there would be. I'll put this on my to-do list.
RE: Wish List
Posted: Sat Jun 16, 2012 4:52 pm
by MacMarkus
ORIGINAL: ericbabe
It's good to hear there are people interested in the AI scripts. I wasn't sure there would be. I'll put this on my to-do list.
...perfect - looking forward to this...
Mac
RE: Wish List
Posted: Sun Jun 17, 2012 11:53 am
by KEYSTONE07950
ORIGINAL: ericbabe
ORIGINAL: MacMarkus
I would greatly appreciate if somebody (either Matrix/Slitherine or community) would write down some pages of a "starter to AI-scripting"...
It's good to hear there are people interested in the AI scripts. I wasn't sure there would be. I'll put this on my to-do list.
I second the request for tutorials on AI scripting.
RE: Wish List
Posted: Sun Jun 17, 2012 5:37 pm
by Ratzki
+1
RE: Wish List
Posted: Tue Jun 19, 2012 5:10 pm
by Suul
I would request a shader fix for the editor so that I can run it on my laptop.
Thanks
RE: Wish List
Posted: Tue Jun 19, 2012 6:07 pm
by ericbabe
ORIGINAL: Suul
I would request a shader fix for the editor so that I can run it on my laptop.
You can do this right now by adding a command line argument to a shortcut to hexgame.exe. (C.f.
tm.asp?m=3100186). The command line arguments would be:
lowres ps2.0 editor
Adding a link to this in the installer would be a good idea.
RE: Wish List
Posted: Tue Jun 19, 2012 7:37 pm
by patchogue
After opponent's turn - have the option to jump back to active unit - the drift is boring and hard on the eyes!
RE: Wish List
Posted: Thu Jun 21, 2012 12:59 am
by genehaynes
Great game, here's some improvements that I would like to see:
Better AI scripting. After playing several scenarios I noticed some strange actions by the AI. For example in the Bug River scenario the Russian AI wasn't aggressive enough. There was one turn where a BT7 did a pivot THREE consectutive times. The Russians need to capture victory hexes, not pivot in place. I won playing the Germans by a large margin, mainly because being on the defensive and all I did was place my units in good cover, use Hide and Hasty defense actions and let the Russians come to me. However, when I played as the Russians, the German AI placed many units in open terrain, had units in bunkers facing AWAY from the map, and finally moved them around unnecessarly. There was another scenario (I think it was Assualt on Pedgez??), where the Russian AI moved units out of a bunker (on a hill) directly towards my Lmgs where they were destroyed. I know playing against the AI can never be as challenging as playing against a human opponent, but I think with more thought and effort the AI actions can be greatly improved. As others have previously posted I would like to see a tutorial about AI scripting.
Finially, one little thing I think would be helpful would be the ability to click on the last "combat" message and jump to the location of your unit that was referred to in the message.
Love the game!!
RE: Wish List
Posted: Fri Jun 22, 2012 3:43 am
by Ratzki
I do not know if it is possible but a couple additions to the unit lists would be great. I would like to see the snub nose 76mm Russian regimental gun and a German armoured car like the 222.
RE: Wish List
Posted: Sun Jul 01, 2012 10:38 am
by noelsacid
Hi there - i made a mistake and posted this over in tech improvements. maybe it would be better here
My suggestion would be a "simplified chit" visual setting to make units easier to tell apart. I play top down, bloom off, chit view on a large screen, but I still have to use the hover to identify units in a large game, as the chit designs just aren't very clear. As some people have said, they are a little fuzzy, even with bloom off.
My suggestions for an optional "simplified chit" visual setting would be to remove all those stats (which are visually very distracting, and which are easily accessible on hover anyway) and to replace the low contrast coloured graphic with a larger black silhouette or some other easy-to-determine icon. The direction indicator would obviously stay.
I understand that some would want the game to simply mirror the boardgame, which is cool, but an option for the minimalist would be nice, and hopefully not too much work. I feel like all I need to know is basically what the unit is, and which direction it is facing. Is there any hope of implementing something like this? for 3D view, an option to keep persistent hovering unit descriptions would also be great.
(Ideally i would like the freedom to put my own custom graphics on the chit, but appreciate that artwork in this game is not easily moddable)
cheers
RE: Wish List
Posted: Sat Jul 21, 2012 12:35 am
by junk2drive
Hotkey to flip the camera view 180 degrees. Second side player gets the viewpoint of player one toward player two. Crtl wheel works well enough but a key would be nice.
L key LOS be an optional item.
Random Cards be an optional item.