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RE: 2.* Wishlist

Posted: Mon Jan 18, 2016 12:52 pm
by carll11
the ability to build bunkers etc. IN game....

RE: 2.* Wishlist

Posted: Tue Jan 19, 2016 6:23 am
by Big Ivan
ORIGINAL: carl11

the ability to build bunkers etc. IN game....

How about the ability to destroy them too!

RE: 2.* Wishlist

Posted: Tue Jan 19, 2016 6:25 am
by fritzfarlig
to build a bunker during a battle that last 6-7 hours seems unrealistic

RE: 2.* Wishlist

Posted: Sat Jan 23, 2016 8:56 am
by Jafele
I always play with hex contours enabled. However when I exit the game and enter again the option is disabled. Would be great to let it by default as you wish.

RE: 2.* Wishlist

Posted: Sat Jan 23, 2016 10:58 am
by MrRoadrunner
Yes, within a six minute per turn time scale it would be an unreasonable/unrealistic function. Unless of course it was used in a scenario with hundreds of turns. And, the creation of the bunker did not rely on a die roll, that could actually have it built in six minutes. Good bye realism?

RR

RE: 2.* Wishlist

Posted: Sat Jan 23, 2016 11:38 am
by carll11
agreed, but I do generally play scenarios with 150, 200 turns.

Construction eng.'s only, 25 turn build time *shrugs*

RE: 2.* Wishlist

Posted: Sat Jan 23, 2016 11:39 am
by carll11
agreed. eng's demolition option.

RE: 2.* Wishlist

Posted: Sat Jan 23, 2016 12:37 pm
by scottintacoma
A bunker in 2.5 hours, it takes probably at least 8 hours if not more.

RE: 2.* Wishlist

Posted: Sat Jan 23, 2016 12:47 pm
by carll11
fine, make it 3 hours, its a Game;)

and with the appropriate equipment,it can be done in less than that, say 4 hours, dig, logs, sandbags.

RE: 2.* Wishlist

Posted: Sat Jan 23, 2016 1:26 pm
by berto
ORIGINAL: Jafele

I always play with hex contours enabled. However when I exit the game and enter again the option is disabled. Would be great to let it by default as you wish.
This has been done in CS: Middle East. It will be implemented also in any future (unbundled, stand-alone) WF, EF & RS (and any other future CS games).

RE: 2.* Wishlist

Posted: Sat Jan 23, 2016 1:46 pm
by Crossroads
ORIGINAL: carl11

fine, make it 3 hours, its a Game;)

and with the appropriate equipment,it can be done in less than that, say 4 hours, dig, logs, sandbags.

In case you or anyone else is not aware of this: Construction Engineers already with JTCS can create Trench systems. Trenches are not Bunkers of course, but they are much better than IPs.

RE: 2.* Wishlist

Posted: Sat Jan 23, 2016 5:16 pm
by MrRoadrunner
ORIGINAL: carl11

fine, make it 3 hours, its a Game;)

and with the appropriate equipment,it can be done in less than that, say 4 hours, dig, logs, sandbags.

I agree with Scott.
3 hours is not enough time for the benefit of the bunker. What do you think an improved position is?

It's a game? True.
It is also a game that has a game scale.
That has been true but seems whittled away by the ideas of those who do not want game scale.

RR

RE: 2.* Wishlist

Posted: Sat Jan 23, 2016 8:39 pm
by carll11
Yup, I understand that trenches give a bigger def. bonus, BUT I didn't know construct. engs could build trenches. I could swear theres a blurb that says IP's are the only IN Game improvements that can be made, but I won't quibble. Are the commands on how to make them build trenches captured somewhere? Thx!!

RE: 2.* Wishlist

Posted: Sat Jan 23, 2016 8:42 pm
by carll11
then, lets make it a round 30 turns....hell, if you can see ahead that many and build them in a place that matters you should get a bonus...lol.


But in all seriousness, if its not something you would use fine, maybe I would...I am playing a 175 tn game right now and, I'd like the opportunity to try.

RE: 2.* Wishlist

Posted: Sat Jan 23, 2016 8:42 pm
by Jason Petho
ORIGINAL: carl11

Yup, I understand that trenches give a bigger def. bonus, BUT I didn't know construct. engs could build trenches. I could swear theres a blurb that says IP's are the only IN Game improvements that can be made, but I won't quibble. Are the commands on how to make them build trenches captured somewhere? Thx!!

5.18.4 Building Trenches

Construction Engineer units can be used to build improved hexes. The procedure is the same used by any unit that “digs in.” Once the digging starts, there is a 20-30% chance each turn for completing the attempt. In addition, if a Construction Engineer or Bulldozer unit begins its turn in an Improved Position hex, it can be ordered to dig a trench line. The procedure is the same as before; order the unit to Dig In but start on an improved hex. There is a 10% chance of success each turn. Construction Engineers and Bulldozers cannot be used to clear mines, destroy barriers/walls, or blow up bridges.

RE: 2.* Wishlist

Posted: Sat Jan 23, 2016 8:48 pm
by carll11
and presto!!

thx. So they have to be in an IP hex, then ctrl D and they dig a trench....boffo, thx Jason.

RE: 2.* Wishlist

Posted: Sun Jan 24, 2016 7:23 pm
by MrRoadrunner
ORIGINAL: carl11

then, lets make it a round 30 turns....hell, if you can see ahead that many and build them in a place that matters you should get a bonus...lol.


But in all seriousness, if its not something you would use fine, maybe I would...I am playing a 175 tn game right now and, I'd like the opportunity to try.

I understand your desire. I just do not see it as something that should infect the game.
But, who knows what the dev team will let happen?

RR

RE: 2.* Wishlist

Posted: Mon Jun 06, 2016 1:16 am
by Deepstuff3725
With air attacks, could there be a way in the future to make these only available during certain turns of a scenario? And also have a probability setting of being available, as with reinforcements?

For example, a scenario could have 3 Stuka attacks available for use, but they are only accessible during turns 5-9 of a 18 turn battle. Probability of arrival could be set for 25%, so they are not likely, or set to a higher percentage for more chance they will be there during the scenario.

Thanks

RE: 2.* Wishlist

Posted: Mon Jun 06, 2016 11:24 am
by Crossroads
Hello deepstuff,

I believe the chance an air strike would take place is already further determined by an Adaptive AI setting, besides the regular roll of dice for it taking place. I'll double check this later.

As for an air strike only being available for certain turns per scenario designer specification, that is a neat idea.

RE: 2.* Wishlist

Posted: Mon Jun 06, 2016 3:40 pm
by berto
ORIGINAL: Crossroads

I believe the chance an air strike would take place is already further determined by an Adaptive AI setting, besides the regular roll of dice for it taking place. I'll double check this later.
No, currently not available. Very well could be in future though.
As for an air strike only being available for certain turns per scenario designer specification, that is a neat idea.
We have plans to implement this sort of thing in a general sort of way.



In the new game(s) of course.

[;)]