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RE: Suggestions thread

Posted: Tue Jul 05, 2016 2:06 pm
by n0kn0k
ORIGINAL: sPzAbt653

Often when I have a unit selected I will scroll around the map to check stuff out, and often I get lost [especially in the deep blue sea!]. It would be a neat trick if a left click on the selected unit [at the green highlight] would center the map on that unit. Please code it, and I will gladly pay an additional nickle ninety-five for the game [&o]

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Good suggestion!

RE: Suggestions thread

Posted: Tue Jul 05, 2016 2:16 pm
by BillRunacre
We would have to make a bigger island with a town and port for that, in my heart I'm not opposed but it's a tricky one as it would affect not only the look of the map, but also game play, especially against the Axis AI.

RE: Suggestions thread

Posted: Tue Jul 05, 2016 5:00 pm
by n0kn0k
ORIGINAL: Bill Runacre

We would have to make a bigger island with a town and port for that, in my heart I'm not opposed but it's a tricky one as it would affect not only the look of the map, but also game play, especially against the Axis AI.

True. And in the real war the island played no role at all, except use up a whole load of Axis resources.
So it might get overrepresented if you make it an actual obstacle in the game.
I've seen a pretty nice documentary called "Nazi Megastructures: Hitler's Island Megafortress" about those fortifications recently.

RE: Suggestions thread

Posted: Tue Jul 05, 2016 8:35 pm
by sPzAbt653
ORIGINAL: Bill Runacre

We would have to make a bigger island with a town and port for that, in my heart I'm not opposed but it's a tricky one as it would affect not only the look of the map, but also game play, especially against the Axis AI.
Well then, I just went from 100% in favor to 50/50 on the idea.

Is it possible to place town, port and coast gun unit all at the same time [the same time that the other coast guns are placed] ? Maybe that would eliminate game play concerns [although I don't know what these are].

Also, a two hex range for these units is too far, although I hate to admit it as I am enjoying shelling Allied units that are two hexes from my coast batteries. Maybe one hex is enough range.

RE: Suggestions thread

Posted: Tue Jul 05, 2016 8:41 pm
by sPzAbt653
in the real war the island played no role at all

I wouldn't agree with that, because the guns on Jersey, Guernsey and Alderney eliminated the west coast of Normandy as a possible landing site. The Allies would have had to capture the islands in order to include that area and the area of northeast Brittany in their invasion plans, and they decided not to mess with it. A strategic decision [;)]

RE: Suggestions thread

Posted: Wed Jul 06, 2016 3:21 am
by sPzAbt653
Is it possible to get a couple of blank/non-playable hexes at the bottom of the map ? The view down there is partially blocked.

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RE: Suggestions thread

Posted: Wed Jul 06, 2016 4:01 am
by zakblood
might be an idea to have the bottom bar toggle on or off etc, so map can be seen clearer when looking maybe?

RE: Suggestions thread

Posted: Wed Jul 06, 2016 4:36 am
by n0kn0k
ORIGINAL: sPzAbt653
in the real war the island played no role at all

I wouldn't agree with that, because the guns on Jersey, Guernsey and Alderney eliminated the west coast of Normandy as a possible landing site. The Allies would have had to capture the islands in order to include that area and the area of northeast Brittany in their invasion plans, and they decided not to mess with it. A strategic decision [;)]

True, but in the game the location of the landing doesn't really matter as the suitability of the terrain isn't really an issue. In my last game i landed in the Netherlands. [:D]

RE: Suggestions thread

Posted: Wed Jul 06, 2016 4:49 am
by BillRunacre
ORIGINAL: sPzAbt653

Is it possible to place town, port and coast gun unit all at the same time [the same time that the other coast guns are placed] ? Maybe that would eliminate game play concerns [although I don't know what these are].

It isn't currently possible to place resources during game.

In terms of game play concerns, I think it could be an issue for the AI as if the UK were to position a unit in the Channel Islands early in 1940, then the Axis AI will likely have to spend time attacking and destroying that unit, and arranging a landing in the islands, upsetting its timetable.

While we could have an alternative whereby the Axis automatically capture the islands, i.e. via script, this wouldn't necessarily be popular, especially with those garrisoning the island prior to the fall of France.
ORIGINAL: sPzAbt653
Also, a two hex range for these units is too far, although I hate to admit it as I am enjoying shelling Allied units that are two hexes from my coast batteries. Maybe one hex is enough range.

I welcome more feedback on this as I do see what you're saying, but this might be one of those cases where one hex might be too little range, yet two hexes is too much! [:)]


RE: Suggestions thread

Posted: Wed Jul 06, 2016 7:42 am
by sPzAbt653
Well then, I just went from 100% in favor to 50/50 on the idea.

And now I am at 0%, as it doesn't make sense to have a permanent port and resource located there. Thanks for the explanations.
this might be one of those cases where one hex might be too little range, yet two hexes is too much!

Coupled with the needed ability of the computer to execute an Overlord, it is a tricky situation. I might say there should be more Coast Gun units, but I don't want more as they are rather weak and can't hold against land attack and I don't want them clogging things up. If I remember correctly, there are only four of them, and since they can be relocated to a certain extent, the way it is now may be the best compromise.

As to the ranges, while the gun batteries were impressive on paper, in practice their accomplishment was keeping the Allies away from certain areas. With a two hex range they have helped take out quite a few naval units, but maybe the tradeoff is that the Allies have so many ships that they need a little thinning. Is the computer aware that it is leaving naval units within range of a coast gun at the end of its turn ? If it isn't, then maybe the ranges should be reduced to 1 [which would also be more historical].

RE: Suggestions thread

Posted: Wed Jul 06, 2016 3:20 pm
by Ason
When switching places of two units by holding shift they should imo switch their entrenchement value aswell. If entrechment represents small trenches and obstacles they built, it's seems logical to make them switch their entrenchment values.

RE: Suggestions thread

Posted: Thu Jul 07, 2016 9:11 am
by sPzAbt653
When activating Cruise Mode, is it possible for the new Movement Allowance to be displayed instead of the non-cruise value ? It's a small thing that isn't actually needed, but as the other values change due to actions it might be a nice touch.

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RE: Suggestions thread

Posted: Thu Jul 07, 2016 10:47 pm
by bott.2
Could the new units box open up over the unit's country on the map to make it more convenient to place units. Thanks.

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RE: Suggestions thread

Posted: Sat Jul 16, 2016 5:48 pm
by Ason
Since rain and snow affects such long periods of time and big areas, I would like to suggest making it possible to still use air units, but having a penalty (less effective) in rain and snow instead of not being able to use them at all.
I know this is probably too late now but wanted to suggest it anyway:)

RE: Suggestions thread

Posted: Sat Jul 16, 2016 7:13 pm
by sPzAbt653
Could the new units box open up over the unit's country on the map to make it more convenient to place units. Thanks.
I agree, and mentioned this before. I think it must be possible because for some units the map does shift, but I guess that is only for specific evented units.
Since rain and snow affects such long periods of time and big areas ...
I've been pondering the same, after attacking France was messed up by foul weather 3 out of 5 turns, and after I had moved all the Luftwaffe to Sicily to help knock out Malta and got 3 consecutive rain storms over the area. But I ain't been smart enough to noodle out any sort of solution, other than 'oh well, weather sucks'.

RE: Suggestions thread

Posted: Thu Jul 21, 2016 10:16 am
by sPzAbt653
I thought that I saw somewhere a discussion concerning Carriers attacking Land Units, and that their effectiveness in this role would be or was reduced ?

RE: Suggestions thread

Posted: Thu Jul 21, 2016 12:32 pm
by BillRunacre
Yes, their attack values against land units were reduced, so they have zero attack values against land units.

This won't necessarily stop them from inflicting casualties, but it does mean that they will have no set advantage, local circumstances can of course modify this, e.g. a battered land unit of strength 2 on poor supply and with no AA upgrades may be a worthwhile target regardless.

RE: Suggestions thread

Posted: Thu Jul 21, 2016 1:50 pm
by sPzAbt653
I'm not seeing zero for the attack values ? I'm using the latest except for the Campaign stuff in last nights hotfix.

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RE: Suggestions thread

Posted: Thu Jul 21, 2016 2:33 pm
by BillRunacre
I've just checked again and Carriers and Escort Carriers definitely start with zero ground attack values now. I can't remember exactly when I made the change now, but it wasn't , but didn't until the recent big patch IIRC. Could it be that your game was

Your image does seem a bit odd, because that change, including the one giving them 0.5 increments with Naval Weaponry upgrades, were introduced in changes I made on the 6th July, i.e. for the last big patch a week ago.

When you start a new campaign can you confirm their stats please?

I'll keep my fingers crossed in the meantime. [:)]

RE: Suggestions thread

Posted: Thu Jul 21, 2016 3:09 pm
by sPzAbt653
Aackkk Pfft, I screwed it up. I opened a new Campaign and it is proper at 0, like you said. See the Editor thread for what I did. I thought I had it done correctly but obviously not. Sorry.