Wish List
Moderator: Gil R.
RE: Wish List
As it stands now, in detailed combat,all generals in a division,corp or army are assigned to a brigade in battle. this exposes the Corp level and army level generals to possible wounding or Killing. While this did occur on Corp level by sharpshooters IRL, in the game it is more common since Lee or Grant are both assigned to brigade command during battle. I would like to see the Corp and Army level commanders alone with maybe their staff officers and runners, able to be moved anywhere in the battle where their leadership or morale raising attributes are needed. they could still be attacked or even captured, but they wouldn't necessarily be on the front lines in a brigade.
Col Saito: "Don't speak to me of rules! This is war! It is not a game of cricket!"
RE: Wish List
Don't forget that you can move them to any other unit using the G command and I usually place my Commanding General (and sometimes other precious commanders) with a supply caisson out of harms way. Think of it as a HQ unit.
RE: Wish List
Not sure if this has been brought up in this thread, but it has elsewhere, where I posted this request.
When playing the Union, regardless of the whether you "lost" according to the rules or not, it is frustrating not to be able to complete the conquest of the South, especially when you are on the verge of taking Richmond after four years or more (in game time) of hard fighting. Instead, if a certain amount of time has passed and the South has not been conquered as defined under the rules a screen suddenly pops up declaring you the loser, and you can't even get back to the map just to survey the status of the game at the time of loss much less complete your fantasy of crushing the South. So please, it would be appreciated if the game could be played on, even after having been declared the loser (or victor for that matter) just for the satisfaction of having the game come to its historical finish. Perhaps a Total Victory option or some such. Thank you
When playing the Union, regardless of the whether you "lost" according to the rules or not, it is frustrating not to be able to complete the conquest of the South, especially when you are on the verge of taking Richmond after four years or more (in game time) of hard fighting. Instead, if a certain amount of time has passed and the South has not been conquered as defined under the rules a screen suddenly pops up declaring you the loser, and you can't even get back to the map just to survey the status of the game at the time of loss much less complete your fantasy of crushing the South. So please, it would be appreciated if the game could be played on, even after having been declared the loser (or victor for that matter) just for the satisfaction of having the game come to its historical finish. Perhaps a Total Victory option or some such. Thank you
RE: Wish List
Ironclad: I'm aware of the G command but hitting G doesn't do a thing. I must be doing something wrong. Your solution is okay but if you don't have enough supp;y Wagons,then what? I still would like to see Army and corp leaders separate from the brigades, with the ability to rally any brigade that is adjacent.
Col Saito: "Don't speak to me of rules! This is war! It is not a game of cricket!"
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RE: Wish List
I know that I keep saying the same thing but "The squeak wheel ..."
No reasources should be collected from a province unless it has an open railway or river. This would include ports for the Union and ports for the Confederacy only if the UK has entered the war. All cities able of building or producing fit these criteria. I suggest that a communication line go to Chattenooga, Richmond, Altanta or New Orleans. for the Union: New York, Boston, Philadephia, DC, Chicago, Columbus, or St. Louis.
No reasources should be collected from a province unless it has an open railway or river. This would include ports for the Union and ports for the Confederacy only if the UK has entered the war. All cities able of building or producing fit these criteria. I suggest that a communication line go to Chattenooga, Richmond, Altanta or New Orleans. for the Union: New York, Boston, Philadephia, DC, Chicago, Columbus, or St. Louis.
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RE: Wish List
1. Be able to merge depleted units together. 1000 man unit merges with a 700 man unit for a 1700 man unit.
2. Actual geographic map representations for tactical battles. IE Chattanooga and Lookout Mountain, Gettysburg and the Round Tops, ect. (So if I get into a battle in Southern Pennsylvania, I have the "Gettysburg" option.
3. Give Engineers starting abilities to dig trenches and make river crossings.
4. Give the tactical maps more realism. For instace, if I attack Richmond's Defenses, Maybe have a large city area represnting Richmond behind the forts.
5. More control over General abilities. Give player decision when to use rally for generals.
2. Actual geographic map representations for tactical battles. IE Chattanooga and Lookout Mountain, Gettysburg and the Round Tops, ect. (So if I get into a battle in Southern Pennsylvania, I have the "Gettysburg" option.
3. Give Engineers starting abilities to dig trenches and make river crossings.
4. Give the tactical maps more realism. For instace, if I attack Richmond's Defenses, Maybe have a large city area represnting Richmond behind the forts.
5. More control over General abilities. Give player decision when to use rally for generals.
Dolphinsfan
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RE: Wish List
One other thing. Allow gunboats to be present for tactical battles near rivers.
Dolphinsfan
RE: Wish List
I can answer #1. The only way to merge units right now is to disband the unit and the troops will be distributed evenly to other units in the Army. #4 I think their working on more maps for the expansion game but Gil R could answer that one better. Cheers.
RE: Wish List
ORIGINAL: Drex
Ironclad: I'm aware of the G command but hitting G doesn't do a thing. I must be doing something wrong. Your solution is okay but if you don't have enough supp;y Wagons,then what? I still would like to see Army and corp leaders separate from the brigades, with the ability to rally any brigade that is adjacent.
Drex: Sorry for the delayed response but I have only just seen your reply. When the unit with the general that you want to move is active, place the cursor over a supply wagon (or any other receiving unit without a general) and then press G. I tend to only protect the lead general these days so there is always a wagon available - often there is a choice so he usually gets posted at the rear one!
- RyanCrierie
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RE: Wish List
Have the forts, etc on the British side have british flags, instead of becoming CSA flags when the British join the war, etc.
RE: Wish List
Gil or Erik or Eric,
A wish I have for the hopefully near future is on detailed map screens, for each hex type, (swamp, rocks, trees, etc.) to somewhere have displayed the effects on movement, defense and other matters. Maybe with a mouse-over of the hex itself. Probably a lot of work, but sure would be immensely helpful. At least a listing of the hex types (in picture form) with attributes that is easily accessible. Also, it would be helpful to someway indicate if the brigade you have chosen is entrenched or not (it is difficult to see the "breastworks" in certain hex types (rocks, trees, etc.). Sorry if this has been mentioned before (probably has) but they continue to be things I think would help the game if added.
A wish I have for the hopefully near future is on detailed map screens, for each hex type, (swamp, rocks, trees, etc.) to somewhere have displayed the effects on movement, defense and other matters. Maybe with a mouse-over of the hex itself. Probably a lot of work, but sure would be immensely helpful. At least a listing of the hex types (in picture form) with attributes that is easily accessible. Also, it would be helpful to someway indicate if the brigade you have chosen is entrenched or not (it is difficult to see the "breastworks" in certain hex types (rocks, trees, etc.). Sorry if this has been mentioned before (probably has) but they continue to be things I think would help the game if added.
Bill Hawthorne
- RyanCrierie
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RE: Wish List
By the way; is it possible to make it so that if you place items like:
ACWUpgrades.txt
Guns.txt
or
Guns.pcx
UpgradeTiles.pcx
in Scenario Folders; the game engine will load them?
So you could simply make a scenario like:
Scenarios\Guns_of_the_South_s
and it would automatically load the modded files, while leaving the original install intact?
ACWUpgrades.txt
Guns.txt
or
Guns.pcx
UpgradeTiles.pcx
in Scenario Folders; the game engine will load them?
So you could simply make a scenario like:
Scenarios\Guns_of_the_South_s
and it would automatically load the modded files, while leaving the original install intact?
Forced March
Sorry if this has been asked for already but I don't have the energy to read 23 pages. Often I select forced march because I want to get to a particular hex only to find out that I still can't reach it and added fatigue to my unit for nothing. You know how you show where a unit can move in blue? Can you add a new color that shows where you could move if you selected the forced march option?
Former War in the Pacific Test Team Manager and Beta Tester for War in the East.


RE: Forced March
One small thing that has been on my mind right since I started playing FOF:
It would be nice to be able to see what kind of weapon your units have when you right-click on them.
As it is now, you have to wait untill the unit is up for movement untill you can see info on their weapon.
By right-clicking you can get info on several things - but not weapons.
When planning a strategy it would be very helpfull to be able to determine which units have which weapons without having to wait for each unit's turn and then having to memorize it afterwards.
EDIT: I'm talking about the detailed battles, of course.
It would be nice to be able to see what kind of weapon your units have when you right-click on them.
As it is now, you have to wait untill the unit is up for movement untill you can see info on their weapon.
By right-clicking you can get info on several things - but not weapons.
When planning a strategy it would be very helpfull to be able to determine which units have which weapons without having to wait for each unit's turn and then having to memorize it afterwards.
EDIT: I'm talking about the detailed battles, of course.
regards,
Briny
Briny
RE: Wish List
Last night I was playing version 1.10.10, the balanced July 1861 scenario. I have two matters:
1- In detailed combat there was one Confederate division against one Yankee. Both sides called for reinforcements. When the ANV showed up they had no supply trains. I had 50,000 troops with only the one supply train of the original division. I remember reading elsewhere (didn't find it, may have been in this thread) someone asking if you could in the next mod ensure that reinforcing units appear with the appropriate number of supply wagons. I have to add my voice to that very reasonable request. Come to think of it, I didn't see any Yankee supply trains either. As a different subject, it was fun to see that the Yankees suffered 8,000 casualties for having 2,500 troops engaged.
2- Same game. The Yankees were besieging Little Rock. I sent troops to chase them away. The computer asked me if I wanted to add the garrison troops to my field army and I said yes. After the battle the computer said that the Yankee siege had been successful (because the computer didn't detect any Confederate troops in the city). The computer then set my national will to -3. But the result of the battle had been that I had stopped the siege and chased the Yankees out of the province. On the next turn the city and the province remained in Confederate hands, and I put the garrison troops back in the city. My national will didn't go back up. The Yankees then went through Rebel territory and besieged Natchez. I kicked them out of there. I had thought that if a force was forced to retreat into enemy controlled territory it disbanded or surrendered instead, but this didn't happen. They retreated with no ill effects. They then went back to Little Rock and besieged it again. Again I followed and made the same mistake of using the garrison troops in the field. Again after I had won the battle and chased them out of the province the computer told me that the siege had been successful, and reduced my national will to -6. After the battle I put the garrison troops back into the city. Production in the city had never been interrupted. How could my national will have been reduced when I never lost the city, and why didn't it go back up when I "recaptured" it? [&:] (Maybe this second question belongs in a "support" thread.) And maybe you could give the player the option of choosing how many garrison brigades and which ones to pull out of a city instead of presenting it as an all or nothing alternative.
Thanks, PzPat
1- In detailed combat there was one Confederate division against one Yankee. Both sides called for reinforcements. When the ANV showed up they had no supply trains. I had 50,000 troops with only the one supply train of the original division. I remember reading elsewhere (didn't find it, may have been in this thread) someone asking if you could in the next mod ensure that reinforcing units appear with the appropriate number of supply wagons. I have to add my voice to that very reasonable request. Come to think of it, I didn't see any Yankee supply trains either. As a different subject, it was fun to see that the Yankees suffered 8,000 casualties for having 2,500 troops engaged.
2- Same game. The Yankees were besieging Little Rock. I sent troops to chase them away. The computer asked me if I wanted to add the garrison troops to my field army and I said yes. After the battle the computer said that the Yankee siege had been successful (because the computer didn't detect any Confederate troops in the city). The computer then set my national will to -3. But the result of the battle had been that I had stopped the siege and chased the Yankees out of the province. On the next turn the city and the province remained in Confederate hands, and I put the garrison troops back in the city. My national will didn't go back up. The Yankees then went through Rebel territory and besieged Natchez. I kicked them out of there. I had thought that if a force was forced to retreat into enemy controlled territory it disbanded or surrendered instead, but this didn't happen. They retreated with no ill effects. They then went back to Little Rock and besieged it again. Again I followed and made the same mistake of using the garrison troops in the field. Again after I had won the battle and chased them out of the province the computer told me that the siege had been successful, and reduced my national will to -6. After the battle I put the garrison troops back into the city. Production in the city had never been interrupted. How could my national will have been reduced when I never lost the city, and why didn't it go back up when I "recaptured" it? [&:] (Maybe this second question belongs in a "support" thread.) And maybe you could give the player the option of choosing how many garrison brigades and which ones to pull out of a city instead of presenting it as an all or nothing alternative.
Thanks, PzPat
RE: Wish List
Supply trains don't show up for reinforcements in detailed battle. The notion is that they're moving quickly to get to the battle, far ahead of their supply. It creates a different sort of battle when most of the units show up as reinforcements. You can re-supply in forts/villages, and these things become more important in a reinforcement-heavy battle. It might be neat if extra supply showed up a day later or something. I'll post this idea to the wish list thread. (Oh wait, I am posting this idea to the wish list thread...)
I thought we solved the capture-while-garrison-is-out problem with V1.10.10. Honestly I'm not sure when it's capturing the city, since the siege phases are called totally outside of combat and cities can only be captured during those phases. Maybe the best thing to do would be to remove the call-garrison-to-battle option??... or we could make it so that all garrisons except one are called???
I thought we solved the capture-while-garrison-is-out problem with V1.10.10. Honestly I'm not sure when it's capturing the city, since the siege phases are called totally outside of combat and cities can only be captured during those phases. Maybe the best thing to do would be to remove the call-garrison-to-battle option??... or we could make it so that all garrisons except one are called???

RE: Wish List
Delayed supply for reinforcements sound like a good idea particularly for the attacker. Maybe delay the defender's by half a day or so and the attacker a full day. I don't think we need much extra supply - even one or two waggons would make a big difference for a large reinforcing force. Currently if defending, I will only risk reinforcing an isolated division with a large army if the former starts with a couple of supply wagons. That's playing CSA so USA may be more difficult. Of course populated terrain also helps. Even so the army's counter-attacking possibilities are very limited so some reinforcement supply would make a big difference.
One way to enhance the supply position and also the battle itself, would be to allow the defender to select one of the Victory hexes (when present) as a base of operations. This could then operate as a fixed supply waggon for the occupier (ie either side).
To make this an even more inviting objective, award 2 Will to Fight points rather than the usual 1 and have a percentage possibility of an additional reward for the attacker when holding that Victory hex at the point that the defender commences his retreat eg x number of weapons for use on the strategic map. The total weapons reward or the percentage possibility could be higher in a city province (most non city ones will not have victory hexes anyway). A bit like the shoes of Gettsyburg - only in reverse.
One way to enhance the supply position and also the battle itself, would be to allow the defender to select one of the Victory hexes (when present) as a base of operations. This could then operate as a fixed supply waggon for the occupier (ie either side).
To make this an even more inviting objective, award 2 Will to Fight points rather than the usual 1 and have a percentage possibility of an additional reward for the attacker when holding that Victory hex at the point that the defender commences his retreat eg x number of weapons for use on the strategic map. The total weapons reward or the percentage possibility could be higher in a city province (most non city ones will not have victory hexes anyway). A bit like the shoes of Gettsyburg - only in reverse.
RE: Wish List
In that particular battle there weren't any forts or villages. Often when there are forts the garrisons aren't under my control, so I can't pull them out and resupply my men.
If you're going to change the rule about garrisons going to battle, please consider letting the player decide which ones go and which ones stay, where appropriate. Thanks.
If you're going to change the rule about garrisons going to battle, please consider letting the player decide which ones go and which ones stay, where appropriate. Thanks.
RE: Wish List
Garrisons in detailed battle can be moved when you use the wakeup command (press e when cursor is over the unit).
RE: Wish List
I would personally miss the option to call garrisons into battle.
But I've also experienced the capture-while-garrison-is-out bug and it was really annoying, so the compromise of always leaving one unit in a fort/city is acceptable I guess.
Still, this would seriously cut down on the number of places and battles where called garrisons get to have an impact as many forts/cities are obly garrisoned with one unit.
Sometimes, calling these single units from forts/cities in the province can mean the difference between winning and losing - especially concerning smaller battles.
But I've also experienced the capture-while-garrison-is-out bug and it was really annoying, so the compromise of always leaving one unit in a fort/city is acceptable I guess.
Still, this would seriously cut down on the number of places and battles where called garrisons get to have an impact as many forts/cities are obly garrisoned with one unit.
Sometimes, calling these single units from forts/cities in the province can mean the difference between winning and losing - especially concerning smaller battles.
regards,
Briny
Briny