Suggestions thread

Moderators: Hubert Cater, BillRunacre

User avatar
xwormwood
Posts: 898
Joined: Mon Aug 28, 2000 8:00 am
Location: Bremen, Germany

RE: Suggestions thread

Post by xwormwood »

Could become a salvo of Decision Events, where each site gets ask to pay to kick the other side out of the deal (up or down % percent diplo). (If "yes", add DE xy to the DE pool of the other side. If they again say "yes", add the DE xz to the DE pool of the other side. If they say "yes", ... ... ...).
"You will be dead, so long as you refuse to die" (George MacDonald)
User avatar
sPzAbt653
Posts: 10045
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Suggestions thread

Post by sPzAbt653 »

Yes indeed, that is why I mentioned that it was complicated. But I think we already have such events for Sweden and Saudi Arabia, and maybe some others. So it makes me think it is not too complex for the game [just a pain for Bill to implement!].
User avatar
BillRunacre
Posts: 6520
Joined: Mon Jul 22, 2013 2:57 pm
Contact:

RE: Suggestions thread

Post by BillRunacre »

ORIGINAL: sPzAbt653

just a pain for Bill to implement!

[:D]
Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/
User avatar
sPzAbt653
Posts: 10045
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Suggestions thread

Post by sPzAbt653 »

Currently 'right click' does nothing in this area. If right click were enabled to advance to the maximum, that would save us tons of clicking. In other words, Left Click to change in increments of one, Right Click to advance to Maximum, or Minimum, depending on which arrow you click on.

Or, maybe something else is being worked on and this doesn't matter, but thought I would throw it out there.

Image
Attachments
SC3b41.jpg
SC3b41.jpg (46.13 KiB) Viewed 783 times
User avatar
crispy131313
Posts: 2125
Joined: Fri Nov 29, 2013 11:37 pm

RE: Suggestions thread

Post by crispy131313 »

ORIGINAL: sPzAbt653

There were some important Tungsten/Wolfram mines in Portugal. I don't know if they have been taken into account elsewhere in the game, but they aren't on the map. In addition to a few Wiki articles, there is some good info from the fine folks at Axis History:

http://forum.axishistory.com/viewtopic.php?t=163333

Panasqueira is one of the largest tungsten mines in the world. It is located in Covilhã, Castelo Branco, Portugal [which looks to be at 131,105]. The Tabuaço mine [at Porto] represents one of the largest tungsten reserves in Portugal.

The history during WWII is a little complex, but if these mines aren't already involved somehow in the game, then maybe if either side gets over 20% leaning in Portugal then that side would get a few Tungsten MPP's. I say this because Portugal was selling to both sides, and both sides were trying to stop sales to the other.

I have these already scripted and could share if they are considered. They are similar to Spain's but require a direct route through Spain and France as well as a pro Axis Switzerland (historically facilitated the trade via German gold).
Fall Weiss II - SC3 Mod
tm.asp?m=4183873

User avatar
rjh1971
Posts: 5122
Joined: Tue Dec 13, 2005 3:33 pm
Location: Madrid, Spain

RE: Suggestions thread

Post by rjh1971 »

In previous versions of SC when you had your industrial production increased you could see how much it had benefited from R&D, the output would change say from 100% to 120% for level 1. This doesn't happen in the actual SC. Could it be implemented?
Thanks.
Image
GG's AWD, GG's WBTS, GG's WitE Beta Tester
Beta Tester: Panzer Corps, Time of Fury, CtGW, DC CB, DC3 Barbarossa, SC WWII WiE, SC WWII WaW, SC WWI
User avatar
BillRunacre
Posts: 6520
Joined: Mon Jul 22, 2013 2:57 pm
Contact:

RE: Suggestions thread

Post by BillRunacre »

Hi

It is there, but to see it you'll need to hover with your mouse over the relevant Major's flag in the top left of the screen.
Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/
User avatar
wallas
Posts: 219
Joined: Fri Feb 04, 2005 4:43 pm

RE: Suggestions thread

Post by wallas »

My Suggestion is ignore any comment related to historical accuracy or realism. You did an excellent job with the game and to be honest its refreshing to see a simple yet strategy intense polished game with minimal micro. My suggestion is purely focus on the chrome make the game pretty or add more flavour events such as the graf spee can survive scuttling but as for game play you did an excellent job and everyone involved should take pride in this game. well done 10/10 from me
User avatar
Hubert Cater
Posts: 5986
Joined: Mon Jul 22, 2013 11:42 am
Contact:

RE: Suggestions thread

Post by Hubert Cater »

Thanks Wallas [8D]
welk
Posts: 902
Joined: Sun Sep 17, 2006 6:41 pm
Location: France

Wish feature for editor

Post by welk »

I posted this in the general forum but It appears I should have post here

The editor is a very good tool, but I think to add the following feature would be great : at this time, to unactivate permanently a script in a scenario, we have to intervene in the content of the script file (to erase it or to unactivate it with special values).

Editor should allows users to simply set permanently scripts "on/off" at the same ways as in game, with a "cross system" : cf attached images)

Whis this feature, users would have simply to place a "cross" (setting permanerntly a script "on"), or to remove the cross (setting permenently script "off"), then they will save the campaing and the concerned scripts will be permanently unactived or actived : we will not have to active/unactive them each time we begin a new game with the concerned scenario

Sorry for poor english[8|]

Other feature woulb be good : when you double clik on the description of a script in the list(éditor), the script file where this script is contained should open automaticaly at the precise place where the script is written : it would be more fast and easy to modify it



Image
My loved naval game : Victory at sea
https://steamcommunity.com/app/298480/discussions/
https://www.matrixgames.com/forums/view ... 7&t=409626
I use only "CUSTOM BATTLE" like "turn per turn" wargame : it's work fine
User avatar
PJL1973
Posts: 181
Joined: Mon Apr 04, 2005 9:47 am

RE: Wish feature for editor

Post by PJL1973 »

This is more of a UI suggested post, but it would be nice if we could right click a HQ and see it's command range, much as you would do with fighters with their intercept and escort ranges.
User avatar
Icier
Posts: 564
Joined: Tue Jul 15, 2014 1:23 pm
Location: a sunny beach nsw

RE: Wish feature for editor

Post by Icier »

I haven't played this game to the end, but in an earlier version the USA would produce numerous carriers & then move them all to the coast of France & bomb the crap out of the Germans, where in fact all carriers produces were sent against the Japan. Has this been rectified in this version?
Those are my principles, and if you don't like them... well, I have others.
User avatar
BillRunacre
Posts: 6520
Joined: Mon Jul 22, 2013 2:57 pm
Contact:

RE: Wish feature for editor

Post by BillRunacre »

ORIGINAL: Ice

I haven't played this game to the end, but in an earlier version the USA would produce numerous carriers & then move them all to the coast of France & bomb the crap out of the Germans, where in fact all carriers produces were sent against the Japan. Has this been rectified in this version?

Hi Ice

We allow a small number to be purchased, if desired, but that's it.
Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/
welk
Posts: 902
Joined: Sun Sep 17, 2006 6:41 pm
Location: France

RE: Wish feature for editor

Post by welk »

Wish feature for editor

It would be interessant to know the position of the SC3 Staff about the whished feature (see please my post N° 230 above in this thread ) : on one hand, as Hubert Cater said, the game was made to allow easely modding ; but on other hand, this editor tool is uncomplete : when you want to unactive a script, you have to do that for each game (and there are a lot of scripts !), or you have to open the txt and erase or set special values : how could players create interessant historical "what if" with this editor tool if there is no easy and fast way to unactive (to set "off") permanently each undesired script ? It has no sense...

Sample : I will suppose that for any reason, I want to unactivate permanently this script in the 1939 Stroem in Europe vanilla scenario, to create a what if ?

{
#NAME= DE 101 - British Morale Is Boosted By The Destroyers For Bases Agreement
#POPUP= British Morale Is Boosted By The Destroyers For Bases Agreement
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 101[1]
#COUNTRY_ID= 112
#TRIGGER= 100
; Set how many NM points should be gained or lost over X turns
#NM_UPDOWN= 2000
#NM_TURNS= 1
#DATE= 1940/08/13
#OBJECTIVE_TEXT_POSITION=
; Set alignment position and controller's political alignment:
; London is in Allied hands
#ALIGNMENT_POSITION= 147,77 [2]
; Set variable conditions:
; 1st Line - Germany politically aligned with the Axis and not surrendered
#VARIABLE_CONDITION= 45 [1] [100] [0]
; Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

The direct solution would be to be in order to set "off/on" this script in the editor with a simple cross, as the "off/on" system scripts in game. But the great difference is that here, the setting would be permanently, I would have not to set all scripts in desired setting at the start of each game : to not give this ((very easy to do) tool is crazy in a game like SC3, that is (as Hubert Cater said) made for easy modding

But in place of this easy, direct and fast way, I will have to erase the script in the file or to place ";" at the beginning of each line : what sort of easy modding editor is that[8|] ? The result will be, in my opinion that : low level modding for this game, because this tool (great for other features) is not so practical as the SC3 staff say
My loved naval game : Victory at sea
https://steamcommunity.com/app/298480/discussions/
https://www.matrixgames.com/forums/view ... 7&t=409626
I use only "CUSTOM BATTLE" like "turn per turn" wargame : it's work fine
User avatar
sPzAbt653
Posts: 10045
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Wish feature for editor

Post by sPzAbt653 »

Hi Welk - I have many inactive scripts in my mod [I don't want to erase any as I never know if/when I may need to reactivate them]. I don't have to inactivate them each time. I set the Trigger to 0, plus make sure the Date is later than the scenario end [this is already the case in your above example]. I understand your point, but don't see much difference in A) Searching thru a script list to check a box or B) Searching thru the script to type 0 [for Trigger]. It may be a good idea, but considering the code time for Hubert to add in such a feature, it may not be worth it.
welk
Posts: 902
Joined: Sun Sep 17, 2006 6:41 pm
Location: France

RE: Wish feature for editor

Post by welk »

ORIGINAL: sPzAbt653

Hi Welk - I have many inactive scripts in my mod [I don't want to erase any as I never know if/when I may need to reactivate them]. I don't have to inactivate them each time. I set the Trigger to 0, plus make sure the Date is later than the scenario end [this is already the case in your above example]. I understand your point, but don't see much difference in A) Searching thru a script list to check a box or B) Searching thru the script to type 0 [for Trigger]. It may be a good idea, but considering the code time for Hubert to add in such a feature, it may not be worth it.


Hi sPzAbt653
I see, but have not the same opinion : it worth it.

The reason is that : if you do the process one time, it may be. But if you have frequently to do changes, modifications of situation for multiples version of a what if, you can not work easely.

The SC3 modding, I see in the forum, is at this time essentially a "static historical modding" : modders use the editor to set their own parameters and create their scripts. But they do not change the historical perspective of the game. If you want to do that, with the vanilla scenarios or with users scenarios (creating historical what if during the time 1920-1939), you need the feature I wish for : I think the SC3 staff should have though about that : it was for me incredible to discover that each time we want to set 1O or 15 scriptS "off" in a scenario, we have to do that each played game : I say again: it has no sense to not give to users the way to set permanently "off" or "on" the scripts : it's in my opinion the minimum required level
[8|]

In addition (as complement) : when we double-click on a title line of script in the editor, the script file should open at the exact place of the concerned script : If you have 50 scripts in a script file, the editor open the file always at the beginning of the file and you have to search the concerned script text. Editor is a good tool because very detailled with precise functions, but it is not a "easy and practice" tool for managing scripts : low interface conception, I think (just my opinion)
My loved naval game : Victory at sea
https://steamcommunity.com/app/298480/discussions/
https://www.matrixgames.com/forums/view ... 7&t=409626
I use only "CUSTOM BATTLE" like "turn per turn" wargame : it's work fine
User avatar
crispy131313
Posts: 2125
Joined: Fri Nov 29, 2013 11:37 pm

RE: Wish feature for editor

Post by crispy131313 »

ORIGINAL: sPzAbt653

Hi Welk - I have many inactive scripts in my mod [I don't want to erase any as I never know if/when I may need to reactivate them]. I don't have to inactivate them each time. I set the Trigger to 0, plus make sure the Date is later than the scenario end [this is already the case in your above example]. I understand your point, but don't see much difference in A) Searching thru a script list to check a box or B) Searching thru the script to type 0 [for Trigger]. It may be a good idea, but considering the code time for Hubert to add in such a feature, it may not be worth it.

Flag = 0 sets the script to inactive.
Flag = 1 set the script to active.
Fall Weiss II - SC3 Mod
tm.asp?m=4183873

User avatar
crispy131313
Posts: 2125
Joined: Fri Nov 29, 2013 11:37 pm

RE: Wish feature for editor

Post by crispy131313 »

Is there a way to have reinforcement cost settings of between 6 and 9 percent? I can only select 5 percent increments.
Fall Weiss II - SC3 Mod
tm.asp?m=4183873

Jodl
Posts: 9
Joined: Fri Apr 14, 2017 7:07 pm

RE: Suggestions thread

Post by Jodl »

ORIGINAL: sPzAbt653

Currently 'right click' does nothing in this area. If right click were enabled to advance to the maximum, that would save us tons of clicking. In other words, Left Click to change in increments of one, Right Click to advance to Maximum, or Minimum, depending on which arrow you click on.

Or, maybe something else is being worked on and this doesn't matter, but thought I would throw it out there.

Image


A HUGE agreement, great idea. I'd also like to be able to select several units at once and upgrade them all simultaneously.
User avatar
sPzAbt653
Posts: 10045
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Wish feature for editor

Post by sPzAbt653 »

Flag = 0 sets the script to inactive.
Flag = 1 set the script to active.
Thanks Crispy [&o]
Does '= 0' also disable the Failsafe Date ?
Post Reply

Return to “Strategic Command WWII War in Europe Public Beta”