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RE: Patch 1.1 requests

Posted: Thu Apr 21, 2005 10:01 pm
by dembe73
Excellent list Marc420. The thing I would like most out of your list is to max out research with one click ( without going into a sub-menu if possible). Especially when playing WA this is very cumbersome currently and uses loads of silly mouseclicks.

RE: Patch 1.1 requests

Posted: Thu Apr 21, 2005 10:44 pm
by MButtazoni
Hi ... yes, I'm very aware of the always present popup with attack odds. But what I was picturing was something different. I was looking for something that just gives me some feedback on say what happens when my current infantry fights another powers infantry. I tend to be doing a lot of math in my head trying to get a feel for that ... and since the math is statistical based on say 6,7, or 8 die rolls, its hard to get more than an impression in your head. I can compare the avg of 3.5 per dice to the defence, but not much beyond that.

Right now I'm doing a lot of jumping around between different units in that unit stats screen trying to get that sort of feel. So, while I know its more of an enhancement, and one with a whole new screen of UI, it does seem like an area where, at least speaking for myself, I'd like to get some help.

that would take all the "Art" out of "Art of War". the game was not designed to be a study in numbers, IMO you develop a feel for what is the right amount of force to bring to bear on an enemy, if your counting factors you're one turn behind the curve of the guy that has brought what he "feels" to be sufficient force to the fight.

RE: Patch 1.1 requests

Posted: Fri Apr 22, 2005 12:45 pm
by James Ward
How come Russia abandons Leningrad on it's second move after the Germans invade, unless I'm playing Germany [:(]. It has happened in every game I have played. Will this be changed in the patch? It seems to me that Leningrad shoulds be a pretty high priority for Russia to keep.

RE: Patch 1.1 requests

Posted: Sat Apr 23, 2005 7:25 pm
by Cinadel
Thanks Color, actually what I was really looking for is to still see the combat animation screen but have it automatically close like the other screens when the AI is playing. (I like watching the battles, just not the user interaction).

(Unless this is just a bug that I'm seeing).

-Cinadel



ORIGINAL: color
ORIGINAL: Cinadel

1. AI Automatically closes Combat Animation screen if it is turned on after a certain amount of time. (Unless I'm missing something, if this feature is turned on it always requires human interaction).

There is an option in one of the options screen where you can turn this off. Can't remember which screen right now, but the option is to set the combat animation delay or something like that. Set it to zero and the combat animation popup will not appear.

Jorgen

RE: Patch 1.1 requests

Posted: Mon Apr 25, 2005 10:55 am
by Sabuesillo
whn playing solitaire, allow setting so that combat animations are ON or OFF for each of the players. I.E, allow the human player to set combat animations on, but set the AI players' animations off.

RE: Patch 1.1 requests

Posted: Mon Apr 25, 2005 4:19 pm
by MButtazoni
data collected

RE: Patch 1.1 requests

Posted: Mon Apr 25, 2005 6:04 pm
by mavraamides
When Russia is just down to Moscow, the AI should produce supplies so they are a threat to break out. In all my games as Germany, once I take everything but Moscow, the AI just builds new units and never builds any suppplies. Therefore, even when they get up to 50 units in Moscow, they are not a threat since without supplies they can not attack.

This allows me to move all my forces back to Europe and defend against the WA when logically I should either have to waste time and resources finishing off Moscow or leave a force in the area large enough deal with a breakout. Either one of these choices leaves me more vulnerable to an invasion by WA.

RE: Patch 1.1 requests

Posted: Sun May 01, 2005 11:46 pm
by marc420
I love the sound of the 1939 scenario. Except until I read that you can't play it with the Germans on AI. So how about a German AI for the 1939 scenario.

RE: Patch 1.1 requests

Posted: Mon May 02, 2005 12:08 am
by marc420
Sorry, I'm trying to learn this game. I know YOU already know the game so well that you can make these sorts of decisions by feel. But someone new to playing the game is confronted by page after page of numbers for what the units are. And as soon as you try to get beyond comparing my infantry to their infantry, you are left with constantly flipping between screens, probably writing numbers down on a sheet of paper so you can remember the numbers you saw two pages ago.

So all I was asking for was some sort of easy screen to try to compare units.

But you were apparently so anxious to try to blow off my comments that I get the sense that you don't even understand what I was asking for. BECAUSE WHAT I'M ASKING FOR HAS NOTHING TO DO WITH THE ODDS OF A PARTICULAR ATTACK. What I've been referring to is that amazingly dense unit data screen where you can compare your infantry with your enemies infantry. It works for that. It falls down completely when I start wanting to compare my tac bomber to the enemy infantry. That's when you start clicking from page to page and back and numbers start whirling through your head.

Typical Matrix ... a dense UI design ... and a prickly attitude to anyone who says maybe it could be better.

Hint, any time someone needs to pull out pencil and paper to try to understand what the computer is telling them, that is a bad design. A computer software is supposed to be BETTER at organizing and presenting data than pencil and paper. At the very, very least, you should be able to have the computer print out onto the data onto paper for you. You know, that amazing newfangled invention called a printer. Naw, Matrix has obviously never heard of it.

ORIGINAL: MButtazoni
Hi ... yes, I'm very aware of the always present popup with attack odds. But what I was picturing was something different. I was looking for something that just gives me some feedback on say what happens when my current infantry fights another powers infantry. I tend to be doing a lot of math in my head trying to get a feel for that ... and since the math is statistical based on say 6,7, or 8 die rolls, its hard to get more than an impression in your head. I can compare the avg of 3.5 per dice to the defence, but not much beyond that.

Right now I'm doing a lot of jumping around between different units in that unit stats screen trying to get that sort of feel. So, while I know its more of an enhancement, and one with a whole new screen of UI, it does seem like an area where, at least speaking for myself, I'd like to get some help.

that would take all the "Art" out of "Art of War". the game was not designed to be a study in numbers, IMO you develop a feel for what is the right amount of force to bring to bear on an enemy, if your counting factors you're one turn behind the curve of the guy that has brought what he "feels" to be sufficient force to the fight.

RE: Patch 1.1 requests

Posted: Mon May 02, 2005 10:40 pm
by Damien Thorn
I would like a "Repair All" button on the screen where we repair resources and factories. Also, if playing without supplies, factories and resources should auto-repair, since repairing them doesn't cost anything and is just an exercise in clicking (lots) of buttons.

RE: Patch 1.1 requests

Posted: Tue May 03, 2005 2:15 am
by ratprince
Whoooa there Marc! Why dont we simmer down there a bit[:-]

Is it really worth getting angry or hostile over?[&:] I mean, it is just a game, after all.[;)]

I find the interface quite user friendly and actually quite informative. The idea is that you will never "truly" know how well your Tac bomber will do against your opponents infantry (or some other match up) and that is the fun! I mean, as an ex-M1Abrams crewmember, I knew that our vehicle was vastly superior to a T-72/80, but that did not mean that it still couldnt knock us out or we might miss! See the point?

The idea in doing battles in GGWAW is that you have to "know" your troops and their general effectiveness singly and combined with other troops. Once you get a feel for this interaction and their abilities, you wont need a battle pop-up or even the data sheet.

Play, have fun, play it again...that is what it is all about. Life is too short to pop a vein in anger![:D]

Later

Mike

RE: Patch 1.1 requests

Posted: Tue May 03, 2005 7:12 am
by Espejo
As mentioned in another thread, I would like the movementrules of transports changed. Not spending movementpoints moveing through a chain of tansports being able to mass all your transport anywhere in one turn is not fun.

Turn down the importance of research please. Evasion is here the biggest problem for me.

RE: Patch 1.1 requests

Posted: Tue May 03, 2005 1:08 pm
by Scott_WAR
ORIGINAL: mike mcmann

I mean, as an ex-M1Abrams crewmember, I knew that our vehicle was vastly superior to a T-72/80, but that did not mean that it still couldnt knock us out or we might miss! See the point?
I see the point, which is why the tech system needs fixed ASAP, a 1 or 2 level tech advantage in evasion will mean units CAN NOT hit you at all.

RE: Patch 1.1 requests

Posted: Tue May 03, 2005 2:06 pm
by ratprince
Well, you just have to adapt and overcome at that point.

If he uses "ogre" tanks to spearhead, then break his supply lines, surround them, mass infantry charge and make em retreat. OOPS, dead Ogre tanks!.

I mean, there is always a counter. I think the tanks may be significantly powerful at high evasion and attack, but imbalanced? not sure.

Mike