Feature request
- ernieschwitz
- Posts: 4558
- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
RE: Feature request
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.
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.
RE: Feature request
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
- ernieschwitz
- Posts: 4558
- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
RE: Feature request
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.
- ernieschwitz
- Posts: 4558
- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
RE: Feature request
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...
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.
- lion_of_judah
- Posts: 2306
- Joined: Mon Jan 08, 2007 6:36 pm
- Location: somewhere over the rainbow
RE: Feature request
I would like to request new images for use in modern conflicts please.
RE: Feature request
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]
- 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]
RE: Feature request
Here's a more simple feature request:
- Intermediate map editor: hotkey to toggle transparent overlay aid on/off while in map drawing mode
- Intermediate map editor: hotkey to toggle transparent overlay aid on/off while in map drawing mode
- ernieschwitz
- Posts: 4558
- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
RE: Feature request
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.
RE: Feature request
Would love the ability to add scripted map terrain changes (like the flooding of the Dutch "Waterline" in DC: Warsaw to Paris).
RE: Feature request
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
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
RE: Feature request
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!
- ernieschwitz
- Posts: 4558
- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
RE: Feature request
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.
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.
RE: Feature request
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" [&:]
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.
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.
RE: Feature request
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
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.
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.
- Strategiusz
- Posts: 247
- Joined: Sat Sep 13, 2008 10:46 am
- Location: Upper Silesia, Poland
- Contact:
RE: Feature request
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.
RE: Feature request
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".
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.
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.
Feature request
Is it impossible to make DCCP can import map data made by Advanced Tactics?
RE: Feature request
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
RE: Feature request
An easier way to adjust Fuel Allocation. The DCX Wiki mentions the "Capitol system", but how is that accessed?
RE: Feature request
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
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