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RE: Comprehensive Wishlist
Posted: Mon Jul 14, 2008 1:37 am
by wmorris
DELETED BY POSTER
RE: Comprehensive Wishlist
Posted: Sat Aug 09, 2008 9:35 pm
by rhinobones
ORIGINAL: ColinWright
Right. The great military expert. Tell us about your extensive and varied career and all the combat situations you've been in. How was it, commanding that Kampfgruppe on the Eastern Front? We'd really all like to hear.
Hmmm . . . I don't recall ever stating that I commanded a Kampfgruppe.
You are making this up, right?
Nothing like trying to make a point by creating a lie . . . a la Hitlerisque . . .
Oh bullshit. There was nothing particularly offensive about what I said.
I would have thought you could provide a better response. Mama Wright should be washing out your mouth with soap.
Regards, RhinoBones
PS - As for the RhinoBones scenario questioner, you are making a false assumption that I find the scenario interesting enough to ever play again. An absolutely stupid assumption.
RE: Comprehensive Wishlist
Posted: Sat Aug 09, 2008 10:44 pm
by golden delicious
ORIGINAL: rhinobones
Nothing like trying to make a point by creating a lie . . . a la Hitlerisque . . .
Nothing like trying to make a point by comparing your interlocutor to Hitler.
RE: Comprehensive Wishlist
Posted: Sun Aug 10, 2008 3:23 am
by ColinWright
ORIGINAL: rhinobones
ORIGINAL: ColinWright
Right. The great military expert. Tell us about your extensive and varied career and all the combat situations you've been in. How was it, commanding that Kampfgruppe on the Eastern Front? We'd really all like to hear.
Hmmm . . . I don't recall ever stating that I commanded a Kampfgruppe.
You are making this up, right?
Nothing like trying to make a point by creating a lie . . . a la Hitlerisque . . .
Oh bullshit. There was nothing particularly offensive about what I said.
I would have thought you could provide a better response. Mama Wright should be washing out your mouth with soap.
Regards, RhinoBones
PS - As for the RhinoBones scenario questioner, you are making a false assumption that I find the scenario interesting enough to ever play again. An absolutely stupid assumption.
And here I was hoping you'd gone away.
RE: (new withdrawn rule)
Posted: Sat Sep 13, 2008 4:08 pm
by Jo van der Pluym
If a unit is scheduled for withdraw. Then the games does withdrawn the unit from the map on the turn of withdraw. I like to see that if a on map unit who is scheduled for withdrawn and is in a enemy zog, has the possibilty that it on the turn/turn before of withdrawn first does retreat out the enemy zog (if possible) and then if it's a turn out a enemy zog then the unit does withdrawn. If a unit cannot retreat out the enemy zog, then the unit does still exist that it is destroyed or it can retreat. From the turn of withdrawn the player cannot give the unit orders. (like if a unit is routed)
RE: (new withdrawn rule)
Posted: Sat Sep 13, 2008 5:09 pm
by ColinWright
ORIGINAL: Jo van der Pluym
If a unit is scheduled for withdraw. Then the games does withdrawn the unit from the map on the turn of withdraw. I like to see that if a on map unit who is scheduled for withdrawn and is in a enemy zog, has the possibilty that it on the turn/turn before of withdrawn first does retreat out the enemy zog (if possible) and then if it's a turn out a enemy zog then the unit does withdrawn. If a unit cannot retreat out the enemy zog, then the unit does still exist that it is destroyed or it can retreat. From the turn of withdrawn the player cannot give the unit orders. (like if a unit is routed)
I see problems...
One solution is to make withdrawing the unit 'voluntary.' The owning player starts receiving a T.O. to withdraw the unit on turn x -- and starts receiving a V.P. penalty until he exercises it.
So you can keep
343. Infanterie in the line as long as you like -- but starting on turn 12, it'll be costing you 1 VP a turn.
RE: (new withdrawn rule)
Posted: Sat Sep 13, 2008 6:26 pm
by golden delicious
ORIGINAL: ColinWright
So you can keep 343. Infanterie in the line as long as you like -- but starting on turn 12, it'll be costing you 1 VP a turn.
This is similar to the mechanic I used in
Poland. The German player has TOs to withdraw a number of infantry divisions to the west. Every turn that each of these divisions is on the map until then, the EEV increments by 1. At higher levels, the EEV can cause severe VP penalties to the German player as the danger of an attack on west Germany increases.
RE: (new withdrawn rule)
Posted: Thu Dec 04, 2008 10:50 am
by Martin James
[font=arial]I read the unofficial wish list today. On of the requests is to show the unit name on the counter. Does anyone know if this is under serious consideration please? How easy would it be to toggle between this and movement/combat?
It was that sort of information that the actual commanders had on their maps, and it would make the whole experience more authentic for me, at any rate. I have 3 previous versions of TOAW and would certainly buy TOAW III if this feature was introduced.
Appologies if this is the wrong place to post this request. If so, can someone please redirect me.[/font]
RE: (new withdrawn rule)
Posted: Thu Dec 04, 2008 4:39 pm
by Curtis Lemay
ORIGINAL: Martin James
[font=arial]I read the unofficial wish list today. On of the requests is to show the unit name on the counter. Does anyone know if this is under serious consideration please? How easy would it be to toggle between this and movement/combat?
It was that sort of information that the actual commanders had on their maps, and it would make the whole experience more authentic for me, at any rate. I have 3 previous versions of TOAW and would certainly buy TOAW III if this feature was introduced.
Appologies if this is the wrong place to post this request. If so, can someone please redirect me.[/font]
This is as good a place as any. All we can say is that it is on the wishlist - along with about 300 other items. Personally, I don't see how the unit name can be fit on the counter icon. There's only space for four or five characters on the icon and unit names can be (and usually are) much longer than that.
RE: (new withdrawn rule)
Posted: Thu Dec 04, 2008 4:42 pm
by noxious
ORIGINAL: Curtis Lemay
This is as good a place as any. All we can say is that it is on the wishlist - along with about 300 other items. Personally, I don't see how the unit name can be fit on the counter icon. There's only space for four or five characters on the icon and unit names can be (and usually are) much longer than that.
Exactly. Don't see how it can be done without some sort of pop-up window or text overlay beside the unit counter.
If the game was just catering to modern warfare, we could use a similar scheme as what NATO does with numerals/text being off the icon, and in the form of a (small/tiny) text overlay
RE: (new withdrawn rule)
Posted: Thu Dec 04, 2008 5:07 pm
by ColinWright
ORIGINAL: Curtis Lemay
ORIGINAL: Martin James
[font=arial]I read the unofficial wish list today. On of the requests is to show the unit name on the counter. Does anyone know if this is under serious consideration please? How easy would it be to toggle between this and movement/combat?
It was that sort of information that the actual commanders had on their maps, and it would make the whole experience more authentic for me, at any rate. I have 3 previous versions of TOAW and would certainly buy TOAW III if this feature was introduced.
Appologies if this is the wrong place to post this request. If so, can someone please redirect me.[/font]
This is as good a place as any. All we can say is that it is on the wishlist - along with about 300 other items. Personally, I don't see how the unit name can be fit on the counter icon. There's only space for four or five characters on the icon and unit names can be (and usually are) much longer than that.
I like the idea. Assuming it was an option that the scenario designer either would or wouldn't make allowances for, I can see the first few characters providing sufficient information. I'll also note that there definitely would be room for more than 'four or five' characters. Right now, you can have '10 32' in large type with a generous space between '10' and '32.' It seems to me that '326 I.R.' in a smaller typeface wouldn't be out of the question.
RE: (new withdrawn rule)
Posted: Thu Dec 04, 2008 6:59 pm
by golden delicious
ORIGINAL: ColinWright
I like the idea. Assuming it was an option that the scenario designer either would or wouldn't make allowances for, I can see the first few characters providing sufficient information. I'll also note that there definitely would be room for more than 'four or five' characters. Right now, you can have '10 32' in large type with a generous space between '10' and '32.' It seems to me that '326 I.R.' in a smaller typeface wouldn't be out of the question.
Probably fairly easy to do. I suspect we can get someone to volunteer to do the graphical side of things considering how many mods are out there for the terrain graphics.
It's not something that I'd use myself- but I can see it appealing. So long as people realise "326 IR" is all they're going to get and we don't end up bending over backwards to fit "50th (Home Defence) Battalion Argyll and Sutherland Highlanders" on there.
RE: (new withdrawn rule)
Posted: Thu Dec 04, 2008 7:38 pm
by ColinWright
ORIGINAL: golden delicious
ORIGINAL: ColinWright
I like the idea. Assuming it was an option that the scenario designer either would or wouldn't make allowances for, I can see the first few characters providing sufficient information. I'll also note that there definitely would be room for more than 'four or five' characters. Right now, you can have '10 32' in large type with a generous space between '10' and '32.' It seems to me that '326 I.R.' in a smaller typeface wouldn't be out of the question.
Probably fairly easy to do. I suspect we can get someone to volunteer to do the graphical side of things considering how many mods are out there for the terrain graphics.
It's not something that I'd use myself- but I can see it appealing. So long as people realise "326 IR" is all they're going to get and we don't end up bending over backwards to fit "50th (Home Defence) Battalion Argyll and Sutherland Highlanders" on there.
'50(HD)A&SH'...come on -- it can happen.
RE: (new withdrawn rule)
Posted: Thu Dec 04, 2008 8:07 pm
by ColinWright
Anyway, an unanswered question.
Presumably, the option would have to be accompanied by either a built-in or a house rule forbidding toggling to look at the actual numbers -- else no one would use the unit I.D. display but a masochist.
What about the unit details screen? Can people look at that?
RE: (new withdrawn rule)
Posted: Sat Dec 06, 2008 10:40 am
by golden delicious
ORIGINAL: ColinWright
'50(HD)A&SH'...come on -- it can happen.
That's ten characters. You're not going to fit ten characters along the bottom of the icon.
RE: (new withdrawn rule)
Posted: Sat Dec 06, 2008 10:42 am
by golden delicious
ORIGINAL: ColinWright
What about the unit details screen? Can people look at that?
THAT could be quite good, actually. I've often thought that one needs fog of war for one's own units.
So a toggle in the editor: players can only view unit names, unit reports are unavailable and the friendly/enemy losses tabs of the combat report are unavailable.
RE: (new withdrawn rule)
Posted: Tue Dec 09, 2008 4:42 pm
by ColinWright
ORIGINAL: golden delicious
ORIGINAL: ColinWright
What about the unit details screen? Can people look at that?
THAT could be quite good, actually. I've often thought that one needs fog of war for one's own units.
So a toggle in the editor: players can only view unit names, unit reports are unavailable and the friendly/enemy losses tabs of the combat report are unavailable.
I'm reminded of Guderian's observation that when his division commanders would claim to be out of fuel, he could safely assume that actually they still had enough for another day and would issue orders accordingly.
Just seeing the condition lights would be a lot more realistic in a lot of situations.
RE: (new withdrawn rule)
Posted: Wed Dec 10, 2008 4:20 am
by ColinWright
Another point in the ever-resuming volume supply debate.
The current system makes it impossible to discriminate between an ability to attack in one or two sectors and the kind of supply stockpile necessary to launch attacks all along the front.
Right now in the match of Seelowe I am playing, the Germans can attack everywhere just as easily as in one sector. If there are enough supplies for one corps to attack, there are enough for all of them to attack. German supply is magical -- whatever level it is set at, there will be the same number of loaves and fishes for all.
RE: (new withdrawn rule)
Posted: Wed Dec 10, 2008 5:54 pm
by golden delicious
ORIGINAL: ColinWright
Right now in the match of Seelowe I am playing, the Germans can attack everywhere just as easily as in one sector.
It's funny- you never complained about this when you were playing the Germans yourself.
Anyway, in practice, the German usually is limited by his available resources. Unless the British defence is collapsing or if they abruptly pull back to a shorter line, some sectors of the line will by necessity be quiet. See my last turn- I was forced to shut down my offensive into Buckinghamshire so as to provide fuel for the
Drang Nach King's Lynn.
Koenigslynn when we get around to it.
RE: (new withdrawn rule)
Posted: Wed Dec 10, 2008 6:52 pm
by ColinWright
ORIGINAL: golden delicious
ORIGINAL: ColinWright
Right now in the match of Seelowe I am playing, the Germans can attack everywhere just as easily as in one sector.
It's funny- you never complained about this when you were playing the Germans yourself.
Anyway, in practice, the German usually is limited by his available resources. Unless the British defence is collapsing or if they abruptly pull back to a shorter line, some sectors of the line will by necessity be quiet. See my last turn- I was forced to shut down my offensive into Buckinghamshire so as to provide fuel for the
Drang Nach King's Lynn.
Koenigslynn when we get around to it.
I was thinking that if I referred to our
Seelowe match it would sound as if I was an interested party.
Anyway, you had to shut down your offensive into Buckinghamshire simply out of a lack of units -- not because there was any problem with supplying fuel and ammo there as well. As far as ToAW was concerned, if there were sufficient supplies for three divisions to attack, there were sufficient supplies for fifteen divisions to attack.
The game really needs some kind of volume-based supply -- whether supplementary to the existing system or in place of it is secondary. As it is, one just keeps running into weird, historically unlikely things happening -- and usually there's no satisfactory way of addressing them.
And why? Because the paradigm TOAW uses for supply has nothing to do with reality. In the real world, supplies aren't like TV signals -- they are used up in proportion to the number of units drawing on them.