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RE: Wish List

Posted: Wed Apr 09, 2008 8:36 pm
by zook08
Yet another feature wish: add some more battle information to the replay (History). Sometimes your opponent wipes the floor with your (numerically superior) army and you have no idea why. There are so many factors involved that it's hard, especially for a newbie, to tell what went wrong. And the History function tells you only what units were involved and how many losses everyone took. It would help a lot if you stored the numbers shown in the Combat Details (or what's the name) screen and made them available in the replay.

RE: Wish List

Posted: Thu Apr 10, 2008 2:29 am
by Bombur
I would like tha tech prerequsites for buildable structures in the map. It would allow for better strategic long duration scenarios, as it would force players to develop their economy while keeping war effort.

RE: Wish List

Posted: Sun Apr 13, 2008 1:23 am
by SSFSX17
I'm sure this was mentioned like a hundred pages ago, but I would like full alliances that allow allied regimes to move around on each other's territory and use engineers to repair each other's locations.

RE: Wish List

Posted: Fri Apr 18, 2008 4:13 am
by von altair
There should be one thing in AT engine, which will help mod creators and AI. Research system needs
priority numbers, which a creator can do. For example creator can make so, that inland AI regime will
concentrate landbased techs and vice versa. Every research should have flag with numbers 1-5. AI can
then buy research for regime and use that number. If 2 research has the same priority number, it can
choose randomly. This would help a lot.
 
Also would help a lot, if mod creator can design AI behavior to target some locations more than others.
Please remember that HQ / Unit container costs and ability to prevent buy/sell with -1 value (per regime).

RE: Wish List

Posted: Sun Apr 20, 2008 10:27 am
by gnrss
hi.Vic.very glad to hear you mentioned you are working on a new game with the AT engine.i know now you won't tell us more info about it but i want to know is it a "big patch" for AT or a complete new game that don't need AT to run?thanks.

RE: Wish List

Posted: Sun Apr 20, 2008 10:59 am
by Vic
hi gnrss,

It will be a standalone game.

I am going to continue work on it for a few months and if all goes well i will hopefully be able to give some more preview info when i am convinced it is al comming together as it should be.

Kind regards,
Vic


RE: Wish List

Posted: Sun Apr 20, 2008 11:27 am
by gnrss
hi.vic.thanks for your detail reply.can i assume the new game will be at2 or its a different game just based on at engine?and will at be stop updating?

RE: Wish List

Posted: Sun Apr 20, 2008 11:30 am
by gnrss
hi.vic.thanks for your detailed reply.can i assume the new game will be AT2 or its a different game just based on AT engine?Hand will AT be stopped updating?H

RE: Wish List

Posted: Mon Apr 21, 2008 2:09 am
by BvB
Is there a "next unit" hot key?  If no, then that would be the one main thing I would wish for, especially for large battles.
 

RE: Wish List

Posted: Mon Apr 21, 2008 3:13 am
by TPM
This is good...and it seems (although I am not a programmer) that it would be easy to do.
ORIGINAL: 03_walk_alot

Button to go straight to OOB screen would be nice.
Ability to edit unit name on OOB screen also.

thanks

RE: Wish List

Posted: Mon Apr 21, 2008 3:18 am
by TPM
This may have been mentioned before, maybe by me I think...but Vic is there any chance of the leaders being put back in AT? I LOVED that aspect of People's Tactics...it really gave the game a flavor. The firing, the hiring, etc. Thanks.

RE: Wish List

Posted: Mon Apr 21, 2008 12:55 pm
by Vic
ORIGINAL: gnrss

hi.vic.thanks for your detailed reply.can i assume the new game will be AT2 or its a different game just based on AT engine?Hand will AT be stopped updating?H

I am planning to keep working on AT whatever happens with future game plans. I can however not yet reveal any more information about the next game i am working on.

RE: Wish List

Posted: Sat Dec 20, 2008 12:08 am
by Casus_Belli
More zoom, more zoom-in, more zoom-out and more overall zoomability are my four suggestions.

RE: Wish List

Posted: Sat Dec 20, 2008 12:09 am
by Casus_Belli
Oh, and if you could zoom in and out a lot it would good, too.

RE: Wish List

Posted: Thu Dec 25, 2008 11:23 pm
by lancer
Goodaye Vic,

A couple of ideas for AT after imbiding too much wine and chocolate over Xmas.

1: Geographical Area Choice

When you run through your options for a random map, put in one for 'Geographical Area'. Three choices - European, North Africa and Pacific.

The choice determines which terrain tilesets will be used for generating the random map. Each choice comes with its own unique set.

Eg. European / Russia - just as it is now.
North Africa - deserts, wadi's, oasis, salt pans etc.
Pacific - jungle (heavy and light), coral atoll's, hills ridden with caves, etc.

Of course this would involve creating additional terrain choices but I figure you are going to do this anyway. The idea of wrapping it up in a 'Geographical Region' is a neat way of keeping all relevant terrain together so you don't end up with big chunks of jungle bordering the desert. It also sits nicely with the underlying WW2 theme of AT. You might be generating a random map but you are choosing which historical theatre you want to play in.


2: Supply Depots

I like logistics, not everybody else does, so this would have to be part of the 'Hardcore Logistics' option.

You have a buildable structure - a Supply Depot (maybe just a small 'D' on the map) - which represents a more permanent and higher throughput organisational structure than normal supply operations.

The way it works is that you can only build it at a HQ unit. Once built if the HQ unit moves then it (depot) is destroyed as these were difficult things to get mobile.

The required rule modification is that no HQ can have anymore than 'x' amount of supply (say 2,000) at any time unless they have an attached depot.

So a normal HQ that gets an excess of the allowed cap of supply wouldn't receive it. Wastage. But an HQ with an attached Depot could have any amount stockpiled.

The effect of this is that if you planned a big offensive then you'd probably need to stockpile supplies and have a depot. Once the front line moved forward you'd probably need to set up another depot. The supply cap for the depot would be set such that for normal operations it wouldn't be required but for anything involving large concentrations of units then you would need to put a bit more thought into it.

When the Germans invaded Russia in WW2 they had to build a small number of large 'hub' depots which, along with the rail / road net, largely determined their routes of advance.

Happy New Year !

Cheers,

Lancer

RE: Wish List

Posted: Tue Jul 16, 2019 10:47 am
by Lomaster
A hotkey to toggle hex grid ON/OFF would save a lot of unnecessary mouse clicks.
(just realized i posted in the wrong thread)