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Requested Adjustments to Unit Divide Function
Posted: Sun Jan 23, 2005 4:22 pm
by Don Bowen
I am a retired programmer with somewhat over 35 years experience, and I truly understand the difference between a user’s perception of what is easy and what really is easy. These are easy – about 4 if statements in the Land Unit divide and Land Unit Re-combine functions.
1. Allow Regiments and RCT to divide into three sub-units (battalions). PROBABLY requires additional "or" to existing "if": If suffix = division OR REGIMENT OR RCT... Same on recombine.
2. Provide different divide/recombine for British and other Brigades. PROBABLY requires extension and "else" to existing "if". If suffix = Brigade {if Nation = British, Indian, Australian, New Zealand, Canada, Commonwealth divide by 3 else divide by 2}.
Alternately, since only Corps (into 3), Divisions (into 3), and Brigades (into 2) may currently be divided it may be programmatically easier to allow all units to be divided by 3 with a specific exception for non-British brigade. This would also allow division of HQ, Fortress, etc units, which may or may not be acceptable.
The ability to specifically divide larger units is much preferable to the splitting of units by loading on transports. The “divide” creates balanced sub-units while loading tends to split combat forces from support.
Don
RE:Ship upgrades
Posted: Sun Jan 23, 2005 6:04 pm
by Ol_Dog
For upgrade decisions:
Create a screen for upgrade comparing current ship, upgraded ship and estimated time for completion (damage). Then click yes or no for upgrade now.
This also could be used for aircraft upgrades.
I have only been through 2 small ship upgrades so far, so this may not be a big item after becoming more familiar with the changes and time involved.
Ol' Dog
RE: WitP Wish List
Posted: Sun Jan 23, 2005 7:17 pm
by latosusi
Please bring us heavier allied bombs (as historically used) if only in small numbers[&o]
RE: WitP Wish List
Posted: Sun Jan 23, 2005 8:42 pm
by Mr.Frag
Please bring us heavier allied bombs (as historically used) if only in small numbers
Already in the game.
RE: WitP Wish List
Posted: Mon Jan 24, 2005 1:01 am
by sabreman1966mcs
Here is a small addition to the list (or two, depends on how you look at it);
On the "List all Ships" screen, add the name or the current leader of the vessel.
Also on the "List all TF's" add a third option to the toggle to "show cargo/troops" to show who the current TF leader is.
Just a thought [;)]
RE: WitP Wish List
Posted: Mon Jan 24, 2005 5:20 am
by mutterfudder
Editor: Ingame.
I know this can be done.
Sure would help those buggy games more playable.
RE: WitP Wish List
Posted: Mon Jan 24, 2005 10:34 am
by Sonny
Haven't checked to see if this was mentioned - have a react range for ASW TFs. Any sub spotted within that range would get the attention of that ASW group. Set it to zero and you can guide your forces manually. Would save lots of time. You would probably still have to move your ASW TF manually if those "CA"s were reported (or else change the reporting system so if it looks like a sub on-screen it gets reported as a sub).
RE: WitP Wish List - upgrades
Posted: Mon Jan 24, 2005 1:44 pm
by kayjay
Add to the ops report when an upgrade triggers - both a/c and ship
eg 4th FS Darwin upgraded to P40E
USS California Sanfrancisco 4/42 upgrade started
RE: WitP Wish List - TF Screens
Posted: Mon Jan 24, 2005 1:50 pm
by kayjay
1. rearrange the mission buttons is some sort of human factors order
eg
Air combat Replenishment Sub Patrol PT Boats
Surface COmbat Tanker Sub MInelaying
Asw Transport Sub Transport
Mine Warfare Fast Transport
YOu get the idea...
RE: WitP Wish List - TF Screens
Posted: Mon Jan 24, 2005 1:51 pm
by kayjay
ORIGINAL: kkelley
1. rearrange the mission buttons is some sort of human factors order
eg
Air combat Replenishment Sub Patrol PT Boats
Surface COmbat Tanker Sub MInelaying
Asw Transport Sub Transport
Mine Warfare Fast Transport
THis is supposed to be four columns ...
RE: WitP Wish List - San Fran Port
Posted: Mon Jan 24, 2005 1:54 pm
by kayjay
Make it so you can screen out all the ships currently 'red' - ie in auto convoy when you are putting ships in a task force. FOr example Im trying to find a few APs to load up some troops and if I sort by type I get all the AKs and have to scroll way down to the AP, by capacity I get tankers ....
RE: WitP Wish List - San Fran Port
Posted: Mon Jan 24, 2005 8:02 pm
by 2ndACR
Change the return delay of disbanded unit to 30 days instead of 90 days. Takes too long to get a decent training program going.
Allow divided air units to rebuild to full strength if do not return is selected. Even that would help alot. Sucks having 2 Zero 9 plane units sitting around waiting 90 days for a disbanded sliver to arrive back on the map.
RE: WitP Wish List - Electonic Bookkeeping
Posted: Tue Jan 25, 2005 3:58 am
by scout1
Well since you were kind enough to open this thread back up ......
A dump of the database files on a per game turn basis to allow us to extract current game states/info. Just need to add password protect to open /access only your given side. And yes, I'm sure I've over simplified the hell out of this.
Bottomline, is give us access to something that allows us to manage this monster, electronically, per turn. It is a COMPUTER game afterall. Hell, I used less scratch paper playing the monster SPI games in the 70's.
Don't mean to beat a dead horse Frag, but just like to think this one won't get lost in the shuffle.
RE: WitP Wish List - Electonic Bookkeeping
Posted: Tue Jan 25, 2005 7:08 pm
by testarossa
Is it possible to add the ability to remove/add ships from/to building queue? I understand there should be a fiature to prevent building 1944 designs in 1941 though.
I just hate to keep track of all planned ships to halt production in time. And I want more destroyer escorts.[8D]
RE: WitP Wish List - Electonic Bookkeeping
Posted: Tue Jan 25, 2005 8:36 pm
by BlackVoid
Please add date to the ships sunk list.
RE: WitP Wish List - Electonic Bookkeeping
Posted: Tue Jan 25, 2005 8:46 pm
by BlackVoid
- Ability to transfer pilots from one unit to another (same plane, same base) or make it possible to transfer pilots to and from pool.
- Ability to withdraw pilots in a unit without planes.
- In air-to-air combat quantity should have more effect. (Outnumbered side should suffer penalties).
RE: WitP Wish List - Electonic Bookkeeping
Posted: Wed Jan 26, 2005 10:09 am
by LargeSlowTarget
ORIGINAL: BlackVoid
- In air-to-air combat quantity should have more effect. (Outnumbered side should suffer penalties).
Mmmh, depends on pilot experience and moral. There are examples of outnumbered but experienced pilots wreaking havoc in enemy formations of inexperienced pilots.
RE: WitP Wish List -Night Bombing
Posted: Wed Jan 26, 2005 11:38 am
by Gen.Hoepner
Altough it has been already worked, the night bombing feature still need some corrections!
The Op. losses, morale and fatigue need to be higher: now is ridiculous!
The AA fire at night must be reworked! Now it's pretty useless, even when planes fly at 5,000 fts.!
Considering the difficulties of flying in nightime, the operational losses ( crashes on the runway especially during landings).
This for me , is a must: nowdays everybody is using houserules for rule this problem: and if allowed freely you can easily block the activities of an Airport, without risking anything ( CAP at night is useless)
RE: WitP Wish List -Night Bombing
Posted: Wed Jan 26, 2005 2:44 pm
by castor troy
Yes CAP at night is totally useless. AI is attacking me with about 20 B17 and my 50 + nightfighters are only able to damage few of them and never - NEVER - shoot one down. In return the 20 B17 are destroying 10+ ACs on the field when coming in at 15.000 feet at night!!!!! [:-]
RE: WitP Wish List -Night Bombing
Posted: Wed Jan 26, 2005 3:37 pm
by Gen.Hoepner
ORIGINAL: castor troy
Yes CAP at night is totally useless. AI is attacking me with about 20 B17 and my 50 + nightfighters are only able to damage few of them and never - NEVER - shoot one down. In return the 20 B17 are destroying 10+ ACs on the field when coming in at 15.000 feet at night!!!!! [:-]
I understand the inability for planes without any radars to detect and succesfully attack enemy bombers at night. What i do not understand is the operational losses Ratio, which is ridiculous and the AA night fire, which is even worse!
This feature must be reworked because the allies ( more than japan ) can win the air war without even experience the daylight bombing, which is both unhistorical and game-unbalancing