few wishes for AE

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

bradfordkay
Posts: 8684
Joined: Sun Mar 24, 2002 8:39 am
Location: Olympia, WA

RE: few wishes for AE

Post by bradfordkay »

I guess the question is will "training" be broken down into the seperate types, or will it will be generic in that it increases all abilities. If yes to the latter, then that might resurrect the training button's usefulness.
fair winds,
Brad
User avatar
Mediocrity
Posts: 3
Joined: Wed Oct 17, 2007 2:45 pm

an idea...

Post by Mediocrity »

A suggestion for graphics: right now the displays for ground units, naval units, and air units all have pictures, but what about bases? I think it'd be pretty cool to have, when you click on, say, Iwo Jima, or Palembang, or Port Moresby, to have an actual photo, probably aerial, of the place.
EDIT: Didn't mean for that to be a reply, but oh well...
Courage without conscience is a wild beast.- Robert J. Ingersoll
Czert3
Posts: 255
Joined: Sat Jul 22, 2006 5:56 pm

RE: an idea...

Post by Czert3 »

hmm, you bring intereing idea, and this give me another idea - shor movies displaying turning point in pacific war - like PH attack, fall of phililipen, fall of china (not historical, but possible), irs big allied counteroffensive...etc.
 
and another of mine - option to priotirize units - pritorized unit first get upgrades/reinforcment - and for pool, give us option to send trained pilots ONLY to prioritized units, this will allow player to automaticaly get best pilots to front lines, leaving unimportant front reinforcment from bad pilots.
 
And for AI - gicve units sense for fronlines - sometimes they leaving units many miles behind enemi lines and bases - mayby implementing something like max. distance from nearest friendly base can help solve this problem.
 
User avatar
Terminus
Posts: 39781
Joined: Fri Apr 22, 2005 11:53 pm
Location: Denmark

RE: an idea...

Post by Terminus »

Never mind...
We are all dreams of the Giant Space Butterfly.
Czert3
Posts: 255
Joined: Sat Jul 22, 2006 5:56 pm

RE: an idea...

Post by Czert3 »

ech ?
and another - in you speed up research of "starters" - frances - by e.q. 4 monhts earlier, then speed up ETA for created units too (by 3 mohnts). Without this speed-up of newly created units, make no sense to speed up research.
 
User avatar
castor troy
Posts: 14331
Joined: Mon Aug 23, 2004 10:17 am
Location: Austria

RE: an idea...

Post by castor troy »

ORIGINAL: Czert

ech ?
and another - in you speed up research of "starters" - frances - by e.q. 4 monhts earlier, then speed up ETA for created units too (by 3 mohnts). Without this speed-up of newly created units, make no sense to speed up research.


of course it makes sense, you can upgrade the units that are already ON MAP...
Czert3
Posts: 255
Joined: Sat Jul 22, 2006 5:56 pm

RE: an idea...

Post by Czert3 »

Ability to reinforce units up 100% of toe strenght - newly created units at 17% are practicaly useless (base force - in my game they have only 7 aircraft support, despite I have 90!!! in pool) - posibility to up them to originaly inteded 30 as will be very helpfull.
Not sure how to implement this to unist with different weapons from start different from toe, but still missing few subunits (mainly support).
Czert3
Posts: 255
Joined: Sat Jul 22, 2006 5:56 pm

RE: an idea...

Post by Czert3 »

And another - please add date of sunk when viewing sunk ship page - if is many ships lost at one place (for one or booth sides) after certain time I forget if this happend in one magnifiet battle or in many small battles.
Czert3
Posts: 255
Joined: Sat Jul 22, 2006 5:56 pm

RE: an idea...

Post by Czert3 »

and another - filters in replacing of leaders screen - if I want to assign carrier leader, then listing all leaders (from which are cca 95% surface combat) make litle time wasting to fing desired leader. Buil-in filters will greatly improve replacing of leaders. Same for pilot/ground leders.
Czert3
Posts: 255
Joined: Sat Jul 22, 2006 5:56 pm

RE: an idea...

Post by Czert3 »

option to issue fast unload order to normal (transport) missions - for simple reason - I supplying my base and my search planes spoot enemy force which can realy criple my transport fleet - then I have basicaly only two options - steay and pray, or abor unloading and go back later. Third option will be very hepfull.
 
and another - option to display most probaly destination hex for next turn of enemy fleets - this make interecpting/avoiding to enemy TF much easier.
User avatar
treespider
Posts: 5781
Joined: Sun Jan 30, 2005 7:34 am
Location: Edgewater, MD

RE: an idea...

Post by treespider »

ORIGINAL: Czert

option to issue fast unload order to normal (transport) missions - for simple reason - I supplying my base and my search planes spoot enemy force which can realy criple my transport fleet - then I have basicaly only two options - steay and pray, or abor unloading and go back later. Third option will be very hepfull.


and another - option to display most probaly destination hex for next turn of enemy fleets - this make interecpting/avoiding to enemy TF much easier.


I wish for easter egg cheat codes for nuclear powered carrier and F-14s. Will make for sinking KB easier.[:)]
Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
User avatar
wworld7
Posts: 1726
Joined: Tue Feb 25, 2003 2:57 am
Location: The Nutmeg State

RE: an idea...

Post by wworld7 »

ORIGINAL: treespider

I wish for easter egg cheat codes for nuclear powered carrier and F-14s. Will make for sinking KB easier.[:)]

Why not just ask for CVs to equiped with some Photon torpedoes?
Flipper
Rainer
Posts: 1210
Joined: Tue Nov 21, 2000 10:00 am
Location: Neuching, Bavaria, Germany

RE: an idea...

Post by Rainer »

Czert, I suggest you re-arrange your wish list and submit it as a wish list for WITP2.
I believe the wish list for AE is closed. The devs are now working on the code and at this time probably cannot change the specification anymore.


EDIT: Just saw that some developers talk about a "patch list" for AE. So that's probably another way to label your list.
WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid

WitW / Torch
1.01.37 - 1.01.44 beta
Czert3
Posts: 255
Joined: Sat Jul 22, 2006 5:56 pm

RE: an idea...

Post by Czert3 »

Rainer,no problem with my wishes, if devs decide to implement only 10% in game (and doesnt matter if in future patch for AE or in Witp2) it will be good.
I know, certain wishes are very unlikely to be in game due to amount of coding or bad idea [:(].
 
and here comes another batch (all fro naval):
- option to automate ASW TF (you will simply select ships and desired area and AI will auto crete/disband TF and send ships for R&R)
- option to send ships (TFs) to naval training (naval manuevers) - for faster gaining of exps for ships
and showing of ships exps in similiar way as in screen when wiewing all land/naval air units.
User avatar
tigercub
Posts: 2026
Joined: Mon Feb 03, 2003 12:25 pm
Location: brisbane oz

RE: few wishes for AE

Post by tigercub »

i have a wish for AE that you do not have to set height in feet for AC just low, med, high level attack would be fine! or even the mission itself would define the height!
there is to much clicking to do any way! anything to reduce clicking.[&o]
Image
You have enemies? Good. That means you've stood up for something, sometime in your life
Dili
Posts: 4742
Joined: Fri Sep 10, 2004 4:33 pm

RE: few wishes for AE

Post by Dili »

i have a wish for AE that you do not have to set height in feet for AC just low, med, high level attack would be fine! or even the mission itself would define the height!

 
Never!!!  [:-][:-][:-]
Fishbed
Posts: 1827
Joined: Mon Nov 21, 2005 1:52 am
Location: Henderson Field, Guadalcanal

RE: an idea...

Post by Fishbed »

ORIGINAL: treespider

I wish for easter egg cheat codes for nuclear powered carrier and F-14s. Will make for sinking KB easier.[:)]

USS Boise and F4U Corsair are already included in the Vanilla mister, what more do you want from them?!

[:D]
User avatar
castor troy
Posts: 14331
Joined: Mon Aug 23, 2004 10:17 am
Location: Austria

RE: few wishes for AE

Post by castor troy »

ORIGINAL: Dili
i have a wish for AE that you do not have to set height in feet for AC just low, med, high level attack would be fine! or even the mission itself would define the height!


Never!!!  [:-][:-][:-]


I don´t want a reduce of micromanagement either...
User avatar
jwilkerson
Posts: 8240
Joined: Sun Sep 15, 2002 4:02 am
Location: Kansas
Contact:

RE: few wishes for AE

Post by jwilkerson »

For better or worse, I don't think any one will be able to accuse AE of bringing us reduced micromanagement!
[:D]
WITP Admiral's Edition - Project Lead
War In Spain - Project Lead
User avatar
Terminus
Posts: 39781
Joined: Fri Apr 22, 2005 11:53 pm
Location: Denmark

RE: few wishes for AE

Post by Terminus »

Definitely not.[:D]
We are all dreams of the Giant Space Butterfly.
Post Reply

Return to “War in the Pacific: Admiral's Edition”