Feature request

The Community Project is a free wargame construction set to existing owners of DC: Barbarossa

Moderators: Vic, lancer

User avatar
ernieschwitz
Posts: 4558
Joined: Tue Sep 15, 2009 3:46 pm
Location: Denmark

RE: Feature request

Post by ernieschwitz »

Three things that have annoyed me:

1). You cannot remove a location from a hex in the map editor, unless you wish to replace it with another location. I'd like for there being a way to do this. (EDIT: After looking some more in the map editor i found it... I guess everyone can go blind!)

2). You cannot set fighters intercept % on the map.

3). You are not able to see the landscape/location types of a hex that already has units in it when placing units. Which has caused me to place aircraft on non airfield hexes.
Creator of High Quality Scenarios for:
  • Advanced Tactics Gold
    DC: Warsaw to Paris
    DC: Community Project.
Try this Global WW2 Scenario: https://www.vrdesigns.net/scenario.php?nr=280
User avatar
Vic
Posts: 9676
Joined: Mon May 17, 2004 2:17 pm
Contact:

RE: Feature request

Post by Vic »

2+3 seem reasonable requests!
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
User avatar
ernieschwitz
Posts: 4558
Joined: Tue Sep 15, 2009 3:46 pm
Location: Denmark

RE: Feature request

Post by ernieschwitz »

I found myself in the position that I wanted to change a HQ type, to another HQ type. I figured out how to do it in the advanced editor, but I'd love for there to be a way to change the model of especially HQs to another model, since they often have alot of units attached to them and thus need to have those changed too if you go the route of deleting the old one, and making a new one.
Creator of High Quality Scenarios for:
  • Advanced Tactics Gold
    DC: Warsaw to Paris
    DC: Community Project.
Try this Global WW2 Scenario: https://www.vrdesigns.net/scenario.php?nr=280
User avatar
ernieschwitz
Posts: 4558
Joined: Tue Sep 15, 2009 3:46 pm
Location: Denmark

RE: Feature request

Post by ernieschwitz »

I would love if there was a way to add a third and neutral regime, that was sleeping, and only covered the black hexes...

The way it is now the neutral hexes get autoconquered...
Creator of High Quality Scenarios for:
  • Advanced Tactics Gold
    DC: Warsaw to Paris
    DC: Community Project.
Try this Global WW2 Scenario: https://www.vrdesigns.net/scenario.php?nr=280
User avatar
lion_of_judah
Posts: 2306
Joined: Mon Jan 08, 2007 6:36 pm
Location: somewhere over the rainbow

RE: Feature request

Post by lion_of_judah »

I would like to request new images for use in modern conflicts please.
Alikchi2
Posts: 1786
Joined: Thu May 13, 2004 9:29 pm
Contact:

RE: Feature request

Post by Alikchi2 »

Here's some feature requests! They're in descending order of difficulty-to-implement (I think).

- Button to turn on visible hex-sides in the intermediate Map editor
- Warsaw to Paris-style 3+ player PBEM scenarios
- Linked campaigns like Case Blue (is this already possible?)
- Ability to play with DC:B's unique systems & libraries, logistics, character interactions, etc (I would love to make a Soviets Pre-empt Barbarossa scenario, for example)


As always, thanks! [&o]
Alikchi2
Posts: 1786
Joined: Thu May 13, 2004 9:29 pm
Contact:

RE: Feature request

Post by Alikchi2 »

Here's a more simple feature request:

- Intermediate map editor: hotkey to toggle transparent overlay aid on/off while in map drawing mode
User avatar
ernieschwitz
Posts: 4558
Joined: Tue Sep 15, 2009 3:46 pm
Location: Denmark

RE: Feature request

Post by ernieschwitz »

I believe that you can toggle on/off with the 1, 2 or 3 keys... i forget exactly how it functions.
Creator of High Quality Scenarios for:
  • Advanced Tactics Gold
    DC: Warsaw to Paris
    DC: Community Project.
Try this Global WW2 Scenario: https://www.vrdesigns.net/scenario.php?nr=280
Alikchi2
Posts: 1786
Joined: Thu May 13, 2004 9:29 pm
Contact:

RE: Feature request

Post by Alikchi2 »

Would love the ability to add scripted map terrain changes (like the flooding of the Dutch "Waterline" in DC: Warsaw to Paris).
User avatar
Vic
Posts: 9676
Joined: Mon May 17, 2004 2:17 pm
Contact:

RE: Feature request

Post by Vic »

Thanks for the feedback.

My current priority scripting wise is two fold.

One create an easy way to 'patch' for newbees.

Two, and rather bigger, to add a more versatile system for scripting using 'flags' where for example a 'decision library' (like in barbarossa) or a custom (regime) action card library could tap into.

Its a shame I am basically on half-time the coming weeks due to moving to a new house and having a lot of non coding work (like painting) filling my days. But this is definitely on the agenda for me.

Best wishes,
Vic
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
Alikchi2
Posts: 1786
Joined: Thu May 13, 2004 9:29 pm
Contact:

RE: Feature request

Post by Alikchi2 »

ORIGINAL: Vic

Thanks for the feedback.

My current priority scripting wise is two fold.

One create an easy way to 'patch' for newbees.

Two, and rather bigger, to add a more versatile system for scripting using 'flags' where for example a 'decision library' (like in barbarossa) or a custom (regime) action card library could tap into.

Its a shame I am basically on half-time the coming weeks due to moving to a new house and having a lot of non coding work (like painting) filling my days. But this is definitely on the agenda for me.

Best wishes,
Vic


Thanks a bunch Vic for all your work, that sounds great!
User avatar
ernieschwitz
Posts: 4558
Joined: Tue Sep 15, 2009 3:46 pm
Location: Denmark

RE: Feature request

Post by ernieschwitz »

When parts of the map is neutral, and covered in "Black hexes", the autoconquer function conquers these areas, and AI controlled troops, or non-AI controlled for that matter, can enter.

This is a problem when you want to make some parts of the map inaccessible. I would love a fix for this. So would Lion of Judah, who reminded me about the problem.
Creator of High Quality Scenarios for:
  • Advanced Tactics Gold
    DC: Warsaw to Paris
    DC: Community Project.
Try this Global WW2 Scenario: https://www.vrdesigns.net/scenario.php?nr=280
User avatar
Khanti
Posts: 636
Joined: Tue Aug 28, 2007 3:02 pm
Location: Poland

RE: Feature request

Post by Khanti »

My feature request is to be able to set percentage chance for "kill/retreat accidents" to take place. I can't find it in editor, so I think it's hard coded right now.

Hint:
http://i34.photobucket.com/albums/d134/ ... 1469178591

Sometimes 50%+ my losses are "accidents" [&:]
═══
There is no such thing as a historically accurate strategy game. Every game stops being historically accurate from the very first move player do. First unit that moves ahistorically, first battle with non-historical results, mean we ride in unknown.
User avatar
Khanti
Posts: 636
Joined: Tue Aug 28, 2007 3:02 pm
Location: Poland

RE: Feature request

Post by Khanti »

Request: to be able IN GAME to model / set model of units, example: to add "infantry regiment" with MY values of how many and what kind of units. It's not needed in short (15-30 turns) scenario, but could be useful with longer ones (100? turns).

I know it is possible in editor, but not in game.

And I know it is in ATG ;)
═══
There is no such thing as a historically accurate strategy game. Every game stops being historically accurate from the very first move player do. First unit that moves ahistorically, first battle with non-historical results, mean we ride in unknown.
User avatar
Strategiusz
Posts: 247
Joined: Sat Sep 13, 2008 10:46 am
Location: Upper Silesia, Poland
Contact:

RE: Feature request

Post by Strategiusz »

I would like to have fog of war that doesn't totally dissapear in combat, bombardment and logs. Combat should just add some recon points to the enemy hex. I know it is not good for combat testing and it should be optional. I remember it was pointed by Vic as a future feature.
User avatar
Khanti
Posts: 636
Joined: Tue Aug 28, 2007 3:02 pm
Location: Poland

RE: Feature request

Post by Khanti »

Request: auto updating LOGOS of units in editor

Currently if we create, add, change anything in SFT values (statistics 1 or 2 / combat statistics) we need to manually update logos section of SFT, or otherwise
units will show improper / wrong values when in game.
I would like to have it done automatically by game after changing those values or by button "Update Logos".
═══
There is no such thing as a historically accurate strategy game. Every game stops being historically accurate from the very first move player do. First unit that moves ahistorically, first battle with non-historical results, mean we ride in unknown.
kazutoyo
Posts: 3
Joined: Thu Feb 22, 2018 9:04 am

Feature request

Post by kazutoyo »

Is it impossible to make DCCP can import map data made by Advanced Tactics?

User avatar
Vic
Posts: 9676
Joined: Mon May 17, 2004 2:17 pm
Contact:

RE: Feature request

Post by Vic »

ORIGINAL: Khanti

Request: auto updating LOGOS of units in editor

Currently if we create, add, change anything in SFT values (statistics 1 or 2 / combat statistics) we need to manually update logos section of SFT, or otherwise
units will show improper / wrong values when in game.
I would like to have it done automatically by game after changing those values or by button "Update Logos".

You'd need to reload the adjusted Troop Library into your scenario and it should be automatic.
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
nsaglian
Posts: 3
Joined: Sat Jul 02, 2016 10:21 pm

RE: Feature request

Post by nsaglian »

An easier way to adjust Fuel Allocation. The DCX Wiki mentions the "Capitol system", but how is that accessed?
User avatar
nikdav
Posts: 1287
Joined: Sun Mar 09, 2008 10:51 am
Location: Italy

RE: Feature request

Post by nikdav »

Hi !
You can allocate fuel/supply giving some x,y coordinates in the fuel or supply table.
Optional you can define some particular hex in the capitol table, a city or an entry road hex, and so you can use the capitol number 1,2,3.... in many different tables to indicate that hex.

Hope is more clear now !

Nikdav

Post Reply

Return to “Scenario Design with the Community Project”