Probably gonna stir up a hornets nest...
Moderators: Joel Billings, elmo3, Sabre21
RE: Probably gonna stir up a hornets nest...
Keeping combat support units in higher than corps (Axis) or army (Soviet) level HQ's more or less wastes their potential. They are made to be either directly attached to units, or assigned to the lowest level HQ.
I disband AA battalions too as the Soviets, except for those in cities as I'd have to buy those out.
Damaged planes should only be destroyed by displacement, not by on-map or off-map (moving to the national reserve) moves as far as I know.
I disband AA battalions too as the Soviets, except for those in cities as I'd have to buy those out.
Damaged planes should only be destroyed by displacement, not by on-map or off-map (moving to the national reserve) moves as far as I know.
SSG tester
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer
RE: Probably gonna stir up a hornets nest...
Good info. Sorry to keep beating on this one - but one last clarification - sapper/RR construction units - can they help units dig in only within 5 hexes of the physical HQ location? Thus it doesn't make too much sense to keep allow them at Front/ArmyGroup/High Command level similar to combat units?
RE: Probably gonna stir up a hornets nest...
For me is the "shift" mouseover for deliberate attacks. In a way, it's brilliant. But I find often the attack won't go through and I don't know why and have to de-select and start all over? I still love the game, but very helpful discussion here.
RE: Probably gonna stir up a hornets nest...
Sapper/pioneer units are combat units, so they shouldn't be in higher HQ's. The construction units you place in higher than army HQ's are essentially long range rail repair units as they have a large radius of operation, namely the same radius as the HQ (both sides)/rear area post-partisan attack repair units (Axis only).
SSG tester
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer
RE: Probably gonna stir up a hornets nest...
ORIGINAL: squatter
What this all adds up to for me is a feeling of:
"sheesh, after a day's play I'm pretty sure I'll never get to play an entire campaign from 41 to 45, which is after all what I bought this game for."
I have addressed this before and will follow the same approach as I have in other games:
Play 1 or 2 of the shortest scenarios by PBEM – ask questions
A patch is released – install the patch.
Play one or both of the above again by PBEM ( because the patch will have had an effect on the scenario)
Play another 2 of the slightly longer scenarios by PBEM
Play one of the medium length scenarios by PBEM – ask questions
A patch is released – install the patch.
Play one of the above again by PBEM ( because the patch will have had an effect on that scenario)
Play 1 or 2 of the medium / long scenarios PBEM ( my problem will be that players will only want to play the shortest scenario or the full campaign)
Possible another patch – and play 1 or more scenarios over again.
By the time that is completed the game will have been out for 18 months / 2 years. I will now be ready to play the full campaign PBEM. At 200 turns will take 500 days. Anybody for a game?
RE: Probably gonna stir up a hornets nest...
ORIGINAL: ComradeP
Sapper/pioneer units are combat units, so they shouldn't be in higher HQ's. The construction units you place in higher than army HQ's are essentially long range rail repair units as they have a large radius of operation, namely the same radius as the HQ (both sides)/rear area post-partisan attack repair units (Axis only).
I was specifically digging for info about the units that help build fortification level. How about those?
RE: Probably gonna stir up a hornets nest...
ORIGINAL: DBeves
<snip>
Last but not a showstopper is yes - why are all units automatically selected when you click a hex - not a single wargame I have played ever did this and I cant think of a single good reason for this being the default.
<snip>
There is one single good reason... To reduce the incidents of noob mistake #1. [:D]
Member since January 2007 (as Gray_Lensman)
Wargaming since 1971 (1st game Avalon Hill's Stalingrad)
Computering since 1977 (TRS-80) (adhoc programming & game modding ever since)
Wargaming since 1971 (1st game Avalon Hill's Stalingrad)
Computering since 1977 (TRS-80) (adhoc programming & game modding ever since)
RE: Probably gonna stir up a hornets nest...
Horrible UI eh?
But if you compare it with other monster games like the old War in Russia, War in the Pacific, and The Operational Art of War... the UI of WITE is brilliant and makes playing the war more manageable. The number of clicks is really reduced (because of the automatic selection of all units in the hex).
But if you compare it with other monster games like the old War in Russia, War in the Pacific, and The Operational Art of War... the UI of WITE is brilliant and makes playing the war more manageable. The number of clicks is really reduced (because of the automatic selection of all units in the hex).
RE: Probably gonna stir up a hornets nest...
I was specifically digging for info about the units that help build fortification level. How about those?
Like I said: it would be unwise to place combat units or support combat units in higher than army level HQ's because they're needed at the front. The support units assisting with fort construction should be in a HQ within 5 hexes of the division belonging to that HQ that you want them to help. As such, placing them in rear area HQ's is kind of pointless as the main combat unit type in those is the security division and they can't dig in beyond fort level 1.
SSG tester
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer
RE: Probably gonna stir up a hornets nest...
Noob mistake #1 is actually another good example of bad design: When attempting to move a combat unit stacked with an HQ that is next to an enemy unit and thus will be displaced if the combat unit moves should provoke a dialogue: "HQ will be displaced, are you sure you want to move this unit?" It's noob design mistake #1 really. Sorry Gary.
Can I also raise how baffled I am about the kind of hidden sequence of play there is in the air engine. Am I right in thinking that if I recon/bomb airfield/bomb unit in the wrong order then I will lose the opportunity to do one or other action? If so, why is there simply not an over sequence of play built in to the engine so we know where we stand?
RE: Probably gonna stir up a hornets nest...
Noob mistake #1 is actually another good example of bad design: When attempting to move a combat unit stacked with an HQ that is next to an enemy unit and thus will be displaced if the combat unit moves should provoke a dialogue: "HQ will be displaced, are you sure you want to move this unit?" It's noob design mistake #1 really. Sorry Gary.
A pop-up that would appear every time you'd move a combat unit from a hex with a HQ would be rather annoying. Considering that you can clearly see whether there are any non-combat units in a stack that might be displaced after a combat unit moves out, I don't really see the problem. Also: if you're talking about improving the UI, adding pop-ups alerting you whenever you're about to move a combat unit from a hex with non-combat units are not really a good idea.
As to the air missions: aside from certain transport missions and bomb unit missions, air missions can be flown with a mileage remaining smaller than 100%/more than 0% used.
SSG tester
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer
RE: Probably gonna stir up a hornets nest...
I obviously didnt express myself clearly. I'm talking a pop-up in the rare but vitally important instance that if you do actually move the unit you are about to move, then the HQ left behind will be displaced because it is next to an enemy unit. This can happen to a noob, or a tired expert at 2am. And if it happened at a crucial time during turn 220 in a PBEM grand campaign, thus ruining your grand offensive, you'd be pretty peeved.
RE: Probably gonna stir up a hornets nest...
ORIGINAL: ComradeP
Noob mistake #1 is actually another good example of bad design: When attempting to move a combat unit stacked with an HQ that is next to an enemy unit and thus will be displaced if the combat unit moves should provoke a dialogue: "HQ will be displaced, are you sure you want to move this unit?" It's noob design mistake #1 really. Sorry Gary.
A pop-up that would appear every time you'd move a combat unit from a hex with a HQ would be rather annoying. Considering that you can clearly see whether there are any non-combat units in a stack that might be displaced after a combat unit moves out, I don't really see the problem. Also: if you're talking about improving the UI, adding pop-ups alerting you whenever you're about to move a combat unit from a hex with non-combat units are not really a good idea.
As to the air missions: aside from certain transport missions and bomb unit missions, air missions can be flown with a mileage remaining smaller than 100%/more than 0% used.
Well - thats kind of a strange way of looking at things - since because of this issue my general rule is to deselect everything in a hex once I clicked on it - thats a whole lot more annoying than a pop up that warns me - and in general - given the rules - how many times in a game is a HQ actually next to an enemy unit ? Infinitely les I would have thought than my need not to move all units in a hex to the same place. In essence all that happened is a great annoyance has moved into the game which doesnt solve the problem its supposed to. Seriously - if I leave an HQ in a hex on its own next to an enemy unit thats my problem. I can t remember if the rule is it displaces the instant it is in the hex on its own - but then the rule is the problem - why not leave that till end of turn.
RE: Probably gonna stir up a hornets nest...
Keep in mind that it's not just HQ's that can be dislocated by an enemy unit. Air bases, depleted or routed combat units, FBD/NKPS units and on-map automated construction battalions also dislocate when an enemy combat unit moves next to them.
We've had a short debate about adding such a pop-up on the tester forum and the general consensus was that it would be too much like babysitting the player. A HQ dislocating at a critical time is no less annoying than discovering that the tip of your spearhead will withdraw next turn, that you missed a rail hex along a line with a FBD/NKPS unit or suddenly noticing that your flank is wide open the second after you've clicked on end turn. Human error's also a part of the game.
DBeves: I don't think I understand what you're trying to say. What annoyance and what problem? You're talking about a number of things, so I'm not sure what you're referring to.
We've had a short debate about adding such a pop-up on the tester forum and the general consensus was that it would be too much like babysitting the player. A HQ dislocating at a critical time is no less annoying than discovering that the tip of your spearhead will withdraw next turn, that you missed a rail hex along a line with a FBD/NKPS unit or suddenly noticing that your flank is wide open the second after you've clicked on end turn. Human error's also a part of the game.
DBeves: I don't think I understand what you're trying to say. What annoyance and what problem? You're talking about a number of things, so I'm not sure what you're referring to.
SSG tester
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer
RE: Probably gonna stir up a hornets nest...
It happens instantly. That's the problem.
RE: Probably gonna stir up a hornets nest...
ORIGINAL: ComradeP
Keep in mind that it's not just HQ's that can be dislocated by an enemy unit. Air bases, depleted or routed combat units, FBD/NKPS units and on-map automated construction battalions also dislocate when an enemy combat unit moves next to them.
We've had a short debate about adding such a pop-up on the tester forum and the general consensus was that it would be too much like babysitting the player. A HQ dislocating at a critical time is no less annoying than discovering that the tip of your spearhead will withdraw next turn, that you missed a rail hex along a line with a FBD/NKPS unit or suddenly noticing that your flank is wide open the second after you've clicked on end turn. Human error's also a part of the game.
DBeves: I don't think I understand what you're trying to say. What annoyance and what problem? You're talking about a number of things, so I'm not sure what you're referring to.
I am talking about the annoyance of having all units in a hex selected when you select the hex - then having to deselect them. I must say I find your answer a bit puzzling - as I believe you said earlier it was coded to do this specifically as an aid to the player to avoid noob mistake one - ie his HQ displacing - how is that not baby sitting a player where as a pop up is ?
RE: Probably gonna stir up a hornets nest...
I don't recall saying anything like that, not in those words in any case.
SSG tester
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer
RE: Probably gonna stir up a hornets nest...
I second that.
ORIGINAL: comsolut
Actually, I believe these are some very good observations. Many of the issues I have just accepted and work around because of the enjoyment factor.
Possibly some of your ideas can still be worked into the game, but I, for one, appreciate the comments you have posted.
RE: Probably gonna stir up a hornets nest...
ORIGINAL: ComradeP
I don't recall saying anything like that, not in those words in any case.
incidents of noob mistake #1.
Sincere apologies Comrade I read back and it wasnt you ...
RE: Probably gonna stir up a hornets nest...
No problem, it's easy to mix up statements when a large number of comments are being made in a short amount of time.
SSG tester
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer