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RE: Wish List supply trace

Posted: Sat Nov 17, 2007 11:06 pm
by rickier65
ORIGINAL: PDiFolco

Rick
The game just does that if you put the supply filter on. [;)]

No, what it traces is the supply path to the hex that is selected when you hit the supply trace filter. THere's a difference. It also shows the supply cost to that hex, not to the hex or unit it is getting supply from.



Rick

RE: Wish List supply trace

Posted: Sun Nov 18, 2007 3:29 am
by jjax
Hey guys. I love this game. Reminds me of the old empire games (some of my favs) . I just got one suggestion:

I would like to see opponents battle results as they happen instead of using the history button. If there is a way to already do that, can some one hollar in my direction.

Oh, and an undo button would be a nice addition as well[;)]

RE: Wish List supply trace

Posted: Sun Nov 18, 2007 9:19 am
by Vorsteher
Yes ,only a UNDO Button please,please :-))

V.


RE: Wish List supply trace

Posted: Sun Nov 18, 2007 9:40 am
by seille
ORIGINAL: jjax
I would like to see opponents battle results as they happen instead of using the history button. If there is a way to already do that, can some one hollar in my direction.

This is a thing i would also like to see.
The advantage is that you could see here also the retreats and the condition of surviving troops.
How many retreats and so on. Would be much more informative than the actual history function.

RE: Wish List

Posted: Mon Nov 19, 2007 6:03 pm
by TPM
ORIGINAL: Jim_H
ORIGINAL: pad152
Map wrap option for random games, what's a matter, all you hexheads here members of the flat earth society? [:D]

Isn't everone? You'll be saying you're one of "those" people who believe the earth is round next!
ORIGINAL: pad152
I like the game but sometimes I feel like I'm playing logistics command and looking for some ways to help simplify/automate the reinforcement process.

But...how could you automate it? Realistically, practically? It isn't possible without breaking the game. Give the AI control over your reinforcements and you'll be in big trouble very quickly.

Regards,
Jim


As far as the reinforcements issue, here is what I'm thinking...first of all, the idea is NOT to overcomplicate the game, but provide an OPTION that might take away alot of the clicking and headache of trying to keep your units up to some formation that you've established. That being said, this is what I'd like to see:

1. Nothing changes as far as the way the transport/reinforcement system works right now...you can still click on the HQ, then find the unit that needs reinforcements, and send whatever you want to that unit. There are no limitations on your formations...that's part of what is great about this game...if you want 100 MG in your formation, go for it.

2. A new button will be added, it is activated when you click on a formation. It is the REINFORCEMENT button. When you click it, a screen comes up with sliders that allow you to set the number and type of subformations you want to have in that unit. You set these sliders and then click "REINFORCE", and presto, the specified units are transfered from the HQ to the unit. If you don't have enough transport points, or the there is no path from the HQ to the unit, or if the units you want aren't in the HQ, etc., you'll receive a message. When you're finished, you exit out of the screen, move on to the next unit.

3. When you go back to that same unit next turn, you don't have to fish around the HQ, scrolling up and down to see what you need, etc., you just click on the unit, click the REINFORCEMENT button, click REINFORCE and move on. You don't have to adjust the sliders again, the computer will remember what you've set for each unit.

Well, that's my idea anyway. Remember, this would be an OPTION, you do not HAVE to ever use the REINFORCEMENT if you don't want to, setting the reinforcement sliders would not be required to create a formation, etc.

Other ideas...on the REINFORCEMENT screen there could be information on transport capacity, what subformations you actually have in the formation you've clicked on, etc.

I'm not a programmer, so I don't know how easy this would be to implement, but I think this would be an easier solution than an all-encompassing reinforcement feature, that would have the computer decide where everything goes, etc.

Any comments on this welcomed, thanks.

RE: Wish List

Posted: Wed Nov 21, 2007 7:45 am
by kafka
great game! Congrats to Vic!
As for my wish list, foremost I'd like to be able to create bigger maps, especially in random games
The editor is excellent as you can even create nation specific units research trees and units, maybe some more unit specific attributes could be added

RE: Wish List

Posted: Wed Nov 21, 2007 5:31 pm
by Matto
Will be great allow use defined units in random games (so create masterfile with new units and allow use them in random games)[/align]

RE: Wish List

Posted: Wed Nov 21, 2007 6:26 pm
by Steely Glint
An undo, a zoom out, and a way to turn just the music, but not the sound, off.

RE: Wish List

Posted: Wed Nov 21, 2007 6:45 pm
by Vic
ORIGINAL: Steely Glint

An undo, a zoom out, and a way to turn just the music, but not the sound, off.

i already there in v1.02 (or v1.01)

in the prefs menu.

RE: Wish List

Posted: Wed Nov 21, 2007 10:08 pm
by Steely Glint
Ah, Intro Music. Thanks! How about the other two? And, just out of curiousity, why aren't preferences accessible from the main menu?

RE: Wish List

Posted: Thu Nov 22, 2007 11:19 am
by EagleMountainDK
I wishes for:
  • An option to turn off the "new turn fanfare"
  • When selecting a HQ for a new unit, then only show HQ's in the list when clicking, no point in showing non HQ units or ?
  • Some "Sir, you forgot...", "this town isn't using all production points", "this unit still has AP's left", etc. This will help a lot since I forget about some units in a turn or forgets to use all production points. Mayby they could be toggled on/off in the options.

RE: Wish List

Posted: Thu Nov 22, 2007 11:43 am
by PDiFolco
ORIGINAL: Matto

Will be great allow use defined units in random games (so create masterfile with new units and allow use them in random games)[/align]

It's already possible and easy ; edit the generic masterfile, add your units, don't forget to set proper AI data for them (cf Vic's tutorial threads), save as a new file ("matto.ptmaster"), and use the matto masterfile when launching a random game. [;)]

RE: Wish List

Posted: Thu Nov 22, 2007 11:59 am
by Matto
From Vics tutorial:[/align] [/align]15. Keep in mind predefined units defined in the masterfile will not be available in the random game.
[/align]I tried it and in random game they are really not used ...[/align]

RE: Wish List

Posted: Thu Nov 22, 2007 12:23 pm
by kafka
15. Keep in mind predefined units defined in the masterfile will not be available in the random game.

I tried it and in random game they are really not used ...

I haven't tested this yet, but should this be the case, what are the master files for you can use when launching a random game?

RE: Wish List

Posted: Thu Nov 22, 2007 1:08 pm
by PDiFolco
ORIGINAL: Matto

From Vics tutorial:[/align] [/align]15. Keep in mind predefined units defined in the masterfile will not be available in the random game.
[/align]I tried it and in random game they are really not used ...[/align]

Ah sorry, you were talking about "predef units" , I thought you were wanting to use new SFTypes (ie "SP Artillery" or "Assault Gun"), which are usable in random game...
I never used predef units and was believing it was more of a small help for scenario design, when you want to put on map 50 more or less similar units. I don't even know how they can be used when playing the game !

RE: Wish List

Posted: Thu Nov 22, 2007 1:20 pm
by seille
ORIGINAL: Cougar_DK

I wishes for:
  • An option to turn off the "new turn fanfare"
That´s very easy. Just replace the existing file with a file of noise.
I did that and i don´t hear that fanfare longer. It´s wonderful quiet when the turn starts [:D].
This will be my way to "deactivate" all sounds i do not like so much.
PM me with your mail adress when you want the file.
ORIGINAL: Cougar_DK
  • Some "Sir, you forgot...", "this town isn't using all production points", "this unit still has AP's left", etc. This will help a lot since I forget about some units in a turn or forgets to use all production points. Mayby they could be toggled on/off in the options.

I like that idea. Often youi really forget to assign the complete production. Especially im PBEM´s very annoying thing.

RE: Wish List

Posted: Thu Nov 22, 2007 4:22 pm
by hazxan
I'd like to be able to do some unit management from the OOB form. Especially transfering units. Would save a lot of map scrolling.

RE: Wish List

Posted: Thu Nov 22, 2007 5:11 pm
by gingerbread
ORIGINAL: NotaGrog

I'd like to be able to do some unit management from the OOB form. Especially transfering units. Would save a lot if map scrolling.


Now that is a really good idea!
It would be best if accompanied by a "This unit have not moved yet - do you still want to transfer to it?" - type message that also can be turned off.

g

RE: Wish List

Posted: Thu Nov 22, 2007 8:51 pm
by rickier65
ORIGINAL: PDiFolco

ORIGINAL: Matto

From Vics tutorial:[/align] [/align]15. Keep in mind predefined units defined in the masterfile will not be available in the random game.
[/align]I tried it and in random game they are really not used ...[/align]

Ah sorry, you were talking about "predef units" , I thought you were wanting to use new SFTypes (ie "SP Artillery" or "Assault Gun"), which are usable in random game...
I never used predef units and was believing it was more of a small help for scenario design, when you want to put on map 50 more or less similar units. I don't even know how they can be used when playing the game !

I believe predefined units are mainly for use by Events or Action Cards. I had thought you could create a set of pre-defined units then go around the map at drop them during scenario design, but I dont think you can (I couldn't anyway), but you can reference them in the Events engine.

Rick

RE: Wish List

Posted: Fri Nov 23, 2007 7:46 am
by EagleMountainDK
ORIGINAL: seille

ORIGINAL: Cougar_DK

I wishes for:
  • An option to turn off the "new turn fanfare"
That´s very easy. Just replace the existing file with a file of noise.
I did that and i don´t hear that fanfare longer. It´s wonderful quiet when the turn starts [:D].
This will be my way to "deactivate" all sounds i do not like so much.
PM me with your mail adress when you want the file.
ORIGINAL: Cougar_DK
  • Some "Sir, you forgot...", "this town isn't using all production points", "this unit still has AP's left", etc. This will help a lot since I forget about some units in a turn or forgets to use all production points. Mayby they could be toggled on/off in the options.

I like that idea. Often youi really forget to assign the complete production. Especially im PBEM´s very annoying thing.


Yeah, I made an empty file and now I get a beep from the normal pc speaker.