Page 12 of 48
RE: RUNNING POLL - gameplay features
Posted: Sun Jun 22, 2014 6:22 am
by Pukeko
If you use 1/3 rule this will not happen.
Ah, yes it does. It's happened to me many times. I now don't assign all the aircraft to a mission at the start of a scenario so when the aircraft do hit bingo fuel, they all don't head back at once and leave me with no/minimal aircraft in the patrol zone.
But 1/3 rule will leave gaps, as I mentioned in my post.
True, that's why I am seconding your post. We both agree that it would be better to change 1/3 rule so the bingo fuel aircraft is leaving the patrol zone at the same time that the replacement aircraft is entering it. It's not too big a deal if the patrol zone is near the airbase/carrier, but it is a much bigger deal if the patrol area is far away. Especially tankers/maritime patrol aircraft. They have very long ranges and are fairly slow.
RE: RUNNING POLL - gameplay features
Posted: Sun Jun 22, 2014 6:32 am
by kimaera026
it could be done with a "pre-bingo" trigger, maybe? That calculates the time it takes for the aircraft to fly to the patrol zone (including take-off times) and substract it from the time the aicraft on active patrol has got before hitting its bingo fuel.
Sounds easy to me, in fact I can pretty much do it manually without even thinking about it. But im not sure if it's as easy to implement, but I wouldn't think it's impossible.
RE: RUNNING POLL - gameplay features
Posted: Sun Jun 22, 2014 6:36 am
by KewDok
Ah, sorry for misunderstanding what you meant.
RE: RUNNING POLL - gameplay features
Posted: Fri Jul 04, 2014 2:36 pm
by Grubwurm
What I want is not on this list - Editable DB.
RE: RUNNING POLL - gameplay features
Posted: Fri Jul 04, 2014 5:12 pm
by ckfinite
You can do it with a little bit of knowledge of SQL and a SQL editor. The underlying DB isn't that complex, and some guesswork goes a long way. You do have to keep updating your changes, but I'm working on something that should help with that.
RE: RUNNING POLL - gameplay features
Posted: Tue Jul 08, 2014 4:05 am
by magi
have the ability to use multiple monitors..... and more than one map window...
RE: RUNNING POLL - gameplay features
Posted: Tue Jul 08, 2014 4:08 am
by Dimitris
ORIGINAL: magi
have the ability to use multiple monitors..... and more than one map window...
Multiple monitors have been supported even from v1.0. Multiple map windows.... maybe someday.
RE: RUNNING POLL - gameplay features
Posted: Tue Jul 08, 2014 4:18 am
by magi
voice activated commands....
RE: RUNNING POLL - gameplay features
Posted: Wed Jul 09, 2014 11:21 am
by ETF
Congrats on an amazing update. Sorry if mentioned above. How are we coming with engaging a REAL opponent

Where are we with Multiplayer options?
RE: RUNNING POLL - gameplay features
Posted: Wed Jul 09, 2014 11:26 am
by Dimitris
Thanks. Currently multiplayer is possible via Baloogan's Joint-Command plugin, available here:
http://baloogancampaign.com/command-plu ... t-command/
Other modes of MP are being considered for development in the future.
RE: RUNNING POLL - gameplay features
Posted: Wed Jul 09, 2014 4:55 pm
by magi
ORIGINAL: Sunburn
ORIGINAL: magi
have the ability to use multiple monitors..... and more than one map window...
Multiple monitors have been supported even from v1.0. Multiple map windows.... maybe someday.
oh cool... thank you....im gonna buy another monitor now...
i started playing harpoon in like 91`92.... this game is so outstanding and bloody lovely to look at.... thank you guys... sometimes i spend hours moving around the map an going through the data base and dont run 5 minutes of game play....
RE: RUNNING POLL - gameplay features
Posted: Wed Jul 09, 2014 5:03 pm
by magi
i would love to see real time co`op play.....
RE: RUNNING POLL - gameplay features
Posted: Wed Jul 09, 2014 9:34 pm
by Belthorian
How about the ability to have multiple windows. I would love the ability to create zoom windows on targets and place them on my 2nd monitor to eliminate the constant zooming in and out.
RE: RUNNING POLL - gameplay features
Posted: Thu Jul 10, 2014 2:08 am
by Dimitris
ORIGINAL: Belthorian
How about the ability to have multiple windows. I would love the ability to create zoom windows on targets and place them on my 2nd monitor to eliminate the constant zooming in and out.
You can use quick-jump slots to accomplish this. See the 'user interface' section on the manual addendum pages.
RE: RUNNING POLL - gameplay features
Posted: Thu Jul 10, 2014 8:32 am
by Feltan
ORIGINAL: Sunburn
ORIGINAL: Belthorian
How about the ability to have multiple windows. I would love the ability to create zoom windows on targets and place them on my 2nd monitor to eliminate the constant zooming in and out.
You can use quick-jump slots to accomplish this. See the 'user interface' section on the manual addendum pages.
This is a bad idea. With the amount of time I am sitting and playing this game, scrolling on the mouse to zoom in and out is the only reliable exercise I am getting!
Regards,
Feltan
RE: RUNNING POLL - gameplay features
Posted: Tue Jul 15, 2014 6:48 pm
by jufinace20
Suggestions
1) Probably someone already proposed this: the ability of adding vectorial layers (e.g shp) to enhance the playing environment.
2) Some level of control over unit doctrines in order to enhance the fidelity of the behavior in some situations. For example Libians in the 80's firing at Egyptians, their stock of expensive weapons (e.g. missiles) was limited, and their salvoes would be most probably limited in number (keeping the remaining munitions until the first rounds came by the target).
Right now the AI is always in WWIII mode, very effective, but usually wasting about half the salvo on a burning hulk.
Keep the good work,[&o]
RE: RUNNING POLL - gameplay features
Posted: Tue Jul 15, 2014 8:55 pm
by woos1981
Hi how can it be possible to add an Feature like land a ground unit from transportships and aircraft in Game? such as landing mission type or airborne order etc ,thanks!
RE: RUNNING POLL - gameplay features
Posted: Tue Jul 15, 2014 10:51 pm
by mikmykWS
ORIGINAL: wwwws
Hi how can it be possible to add an Feature like land a ground unit from transportships and aircraft in Game? such as landing mission type or airborne order etc ,thanks!
This is already on our list.

RE: RUNNING POLL - gameplay features
Posted: Tue Jul 15, 2014 10:52 pm
by mikmykWS
ORIGINAL: Feltan
ORIGINAL: Sunburn
ORIGINAL: Belthorian
How about the ability to have multiple windows. I would love the ability to create zoom windows on targets and place them on my 2nd monitor to eliminate the constant zooming in and out.
You can use quick-jump slots to accomplish this. See the 'user interface' section on the manual addendum pages.
This is a bad idea. With the amount of time I am sitting and playing this game, scrolling on the mouse to zoom in and out is the only reliable exercise I am getting!
Regards,
Feltan
LOL[:D]
RE: RUNNING POLL - gameplay features
Posted: Tue Jul 15, 2014 10:53 pm
by mikmykWS
ORIGINAL: jufinace20
Suggestions
1) Probably someone already proposed this: the ability of adding vectorial layers (e.g shp) to enhance the playing environment.
2) Some level of control over unit doctrines in order to enhance the fidelity of the behavior in some situations. For example Libians in the 80's firing at Egyptians, their stock of expensive weapons (e.g. missiles) was limited, and their salvoes would be most probably limited in number (keeping the remaining munitions until the first rounds came by the target).
Right now the AI is always in WWIII mode, very effective, but usually wasting about half the salvo on a burning hulk.
Keep the good work,[&o]
Both are on our list. Thanks!
Mike