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RE: Wish List
Posted: Thu Feb 28, 2008 10:33 pm
by montarakid
I'm with Freeboy. Air recon needs to provide info on hexes traveled through, not just the end hex and those surrounding it. What? Did all the eyes on the plane turn inward for the trip out and back, only opening up when the plane turned around?
RE: Wish List
Posted: Sat Mar 01, 2008 8:20 pm
by zook08
Might have been mentioned before, but a warning that your fleet has only enough supply left for one or two turns would be nice. Half of mine always end up dry on the ocean and I have to transfer supplies manually, costing a fortune in both extra supplies and cargo capacity.
RE: Wish List
Posted: Sun Mar 09, 2008 7:59 am
by serg3d1
I think there should be high probability of not seeing you own surrounded units. Lost contact with HQ was quite common problem in WWII. Say if there was no recon or supply flight near friendly surrounded unit and there is no HQ in the area contact/control should be lost after one turn.
RE: Wish List
Posted: Sun Mar 09, 2008 8:03 am
by serg3d1
ORIGINAL: JW
As some others have mentioned, I would like a wider range of choices other than AI AI+ and AI++. There is a pretty big jump from AI to AI+, and it would be nice in random scenarios and I'm sure some of the regular scenarios to be able to fine tune the AI production.
I agree. I'm unable to win random map against 2+1 AI opponent at AI+, and vanilla AI seems too easy. Smooth difficulty slider would be good.
RE: Wish List
Posted: Sun Mar 09, 2008 8:03 pm
by Moltke71
People saying the the AI is too tough? I'm marking this day in red!!!
RE: Wish List
Posted: Sun Mar 09, 2008 10:16 pm
by Iron Knight
I love this game! I think most of the stuff I really want I can mod in like extra units and a more 'tree' shaped tech tree, but it would be really cool if diplomacy was built into the game engine as part of the stratigic map window. I see myself creating many scenarios that need diplomacy and it would be really nice if it were just part of the game, like FOW or shroud. (Also so you can have it in randoms games without invalidating shroud).
RE: Wish List
Posted: Mon Mar 10, 2008 9:37 am
by Vic
I hope to give some more information about the future of AT in a few months. At the moment i am hard at work on a next at engine based game though.
I am noting everything being posted in this thread and appreciate all the feedback very much. Though of course i can already say not ALL suggestions will make it into the next game, however some are already making it in!
RE: Wish List
Posted: Mon Mar 10, 2008 5:40 pm
by rickier65
ORIGINAL: Vic
I hope to give some more information about the future of AT in a few months. At the moment i am hard at work on a next at engine based game though.
I am noting everything being posted in this thread and appreciate all the feedback very much. Though of course i can already say not ALL suggestions will make it into the next game, however some are already making it in!
Good to hear Vic - based on what you've done with AT, I know your next game will be on my buy list.
Rick
RE: Wish List
Posted: Tue Mar 11, 2008 1:21 pm
by BULLDOGINTHEUK
It would be nice to have the option to have a sound file load when you to an 'execmessage' command, similar to the load event pic option. For example when you have an event happen like a winter readiness penalty event you could have a windy blustery noise, or when a capital falls a sad instrumental sound, for my Trek mod I would have liked some space sounds or Spock saying something interesting. It would just add more depth to the game and as far as I can see could be added relatively easily.
Its heartening to know that Vic is hard at work on the next title [:)].
Unit transfers - UNDO Button
Posted: Thu Mar 13, 2008 5:01 am
by balto
When I transfer stuff, I frequently forget to realize where the Default is when I am transferring stuff. So I frequently transfer the wrong stuff (like STAFF instead of RIFLE). After a few turns, you are clicking your butt off, so I am pretty sure I am not the only one doing this.
I also accidentally transfer other things, but man, when you accidentally transfer STAFF from HQ to a regular unit, you get hammered with penalties! So is there any way to have an UNDO TRANSFER button.
Or maybe not allow the transfer of STAFF to non-HQ units? Or maybe when you transfer STAFF from HQ to a regular unit, a Window pops up and says "You sure you want to do this, this is pretty dumb of you to do this, so are you sure you want to transfer STAFF from HQ to a regular unit, you dumb a##." Or maybe a shorter message, I leave that up to Vic.
RE: Unit transfers - UNDO Button
Posted: Thu Mar 13, 2008 7:15 am
by SSFSX17
ORIGINAL: balto
When I transfer stuff, I frequently forget to realize where the Default is when I am transferring stuff. So I frequently transfer the wrong stuff (like STAFF instead of RIFLE). After a few turns, you are clicking your butt off, so I am pretty sure I am not the only one doing this.
I also accidentally transfer other things, but man, when you accidentally transfer STAFF from HQ to a regular unit, you get hammered with penalties! So is there any way to have an UNDO TRANSFER button.
Or maybe not allow the transfer of STAFF to non-HQ units? Or maybe when you transfer STAFF from HQ to a regular unit, a Window pops up and says "You sure you want to do this, this is pretty dumb of you to do this, so are you sure you want to transfer STAFF from HQ to a regular unit, you dumb a##." Or maybe a shorter message, I leave that up to Vic.
I often have a similar problem, but with Trucks and Halftracks. I would definitely love an "undo transfer" action as well.
Engineers: Canals
Posted: Sat Mar 15, 2008 11:44 pm
by Tac2i
In some of my multi-player games, a player gets a single start city in the middle of a small island with no access to the ocean. Allow Engineers to build canals that only cargo ships are allowed to move on. It would allow a landlocked player to get to the open ocean and build a port. Set some limits on them so they aren't used in a cheesy way. Alternatively, have the map creation routine check for landlocked start cities and ensure that all land masses with start cities get at least one coastal town.
RE: Engineers: Canals
Posted: Sun Mar 16, 2008 9:02 am
by Vic
ORIGINAL: Webizen
In some of my multi-player games, a player gets a single start city in the middle of a small island with no access to the ocean. Allow Engineers to build canals that only cargo ships are allowed to move on. It would allow a landlocked player to get to the open ocean and build a port. Set some limits on them so they aren't used in a cheesy way. Alternatively, have the map creation routine check for landlocked start cities and ensure that all land masses with start cities get at least one coastal town.
Which version are you playing?
RE: Engineers: Canals
Posted: Sun Mar 16, 2008 11:11 am
by Tac2i
ORIGINAL: Vic
Which version are you playing?
Playing 1.12: The specific incident I'm thinking of is a player stated he was on an island with a small inland sea where he had a coastal start city but no city on the coast surrounding the island and therefore no ability to expand beyond that island.
RE: Engineers: Canals
Posted: Sun Mar 16, 2008 11:30 am
by ravinhood
Lol 9 pages of "gemme gemme gemme Vic" lol just too much. I've never seen so much gemme gemme gemme for a $40 game.

RE: Wish List
Posted: Tue Mar 18, 2008 7:49 pm
by Barthheart
Ok, now that I understand the event sequence I have a wish.
Would it be possible to add an event trigger that happens when a specific hex/location changes owners. Right away, as soon as the hex changes handsnot wait for the next player turn.
RE: Wish List
Posted: Thu Mar 20, 2008 12:47 pm
by zook08
Please, pretty please: when my fleet, on a long move, passes by an enemy fleet I didn't see before, make it stop. It doesn't make much sense in valilla AT, but in scenarios where fleet movement is increased, you can plot 20 or 30 hex moves, and it's embarassing to see that your battle fleet passed by an unprotected enemy transport fleet without stopping.
Naval interception would also be sweet, if it's not too complicated to implement.
RE: Wish List
Posted: Thu Mar 20, 2008 1:18 pm
by BULLDOGINTHEUK
That last comment from Zook08 about fleets stopping when the enemy is spotted has my vote.
RE: Engineers: Canals
Posted: Thu Mar 20, 2008 4:51 pm
by Grell
ORIGINAL: ravinhood
Lol 9 pages of "gemme gemme gemme Vic" lol just too much. I've never seen so much gemme gemme gemme for a $40 game.
LOL yeah no kidding.
Regards,
Grell
RE: Wish List
Posted: Thu Mar 20, 2008 5:59 pm
by Vic
ORIGINAL: zook08
Please, pretty please: when my fleet, on a long move, passes by an enemy fleet I didn't see before, make it stop. It doesn't make much sense in valilla AT, but in scenarios where fleet movement is increased, you can plot 20 or 30 hex moves, and it's embarassing to see that your battle fleet passed by an unprotected enemy transport fleet without stopping.
Naval interception would also be sweet, if it's not too complicated to implement.
good point. it annoyed me too i was moving my fleets hex by hex